Platform for enhanced skill-based games with fixed odds payouts

ABSTRACT

A system for presenting a skill-based game. The system includes at least one server having a processor configured to execute machine-readable code. The processor is configured to cause the server to create and provide a set of advanced choice game to the plurality of presentation devices of the users, which each present the set of advanced choice games on a respective display. Each game of the set having an assigned fixed odds payout based on winning user selections. The server receives, over the wide area network, data from the presentation devices characterizing a set of user-selected winners of the advanced choice games made by the users. The server update the event data pertinent to participants in the actual events associated with the advanced choice games. The server uses the updated data to calculate and assign payoffs to the users based on the fixed payoff odds.

PRIORITY

The present application claims the benefit of U.S. provisionalapplication Ser. No. 63/056,907, filed Jul. 27, 2020, which is herebyincorporated herein by reference in its entirety. The presentapplication is also related to U.S. patent Ser. No. 14/847,795, filed onSep. 8, 2015, which is published as U.S. Patent Application PublicationNo. 2016/0071355 and now issued at U.S. Pat. No. 10,353,543, and whichis incorporated herein, in its entirety, by reference.

TECHNICAL FIELD

The present invention relates to methods of presenting and playingskill-based gaming activities.

BACKGROUND ART

Sports wagering is a very popular activity because it increases faninterest and excitement in sports events. With a wager at stake, a fan'sinterest in the outcome of a sports event is heightened. Also, sportswagering increases a fan's interest in a sport as the fan tracks teamsand players in an attempt to place wagers that they believe will bewinning. Sports wagering both land-based and internet-based have beenestablished to offers such services and depend on jurisdictional laws.

Sports wagering, however, is not legal in many locations. As a result,other types of activities have been created to increase fan interest andexcitement associated with sporting events. As one example, fantasysports have been created. These activities correlate the performance ofplayers or sets of players involved in actual sports events to anon-wagering entertainment activity.

Skill-based games that allow a player to participate with real moneypurchases with resulting prizes based on the fan's skill have becomepopular. Such games allow a fan to engage in a skill where they competeand play against other users. Examples of such skill-based games includegames such as Diamond Strike, poker, and fantasy sports leagues (e.g.baseball, football etc.).

In one implementation of a fantasy football league, a fan forms afantasy football team comprised of a collection of individual playersfrom a set of different football teams. For example, a fan may pick aquarterback from one football team, a running back from another footballteam, and so on, in order to create an imaginary or “fantasy” teamcomprising a collection of players who do not actually form a real team.

Generally, fans pit their fantasy teams against the fantasy teams ofother fans usually over the course of professional football season.Commonly, fans pay an entry fee to participate in the fantasy activityand winnings are paid from a pool formed from the entry fees. Thewinner(s) of the fantasy activity may be determined in a number offashions. In one common configuration, scores are assigned to eachplayer based upon their performance in an actual game. A fan's fantasyteam score then comprises the aggregate of the scores of each of theplayers on their team. The winner(s) of a particular fantasy activityare the fan(s) whose team(s) achieves the highest score. Winners may bepaid at the end of each week of play or at the end of the season.

While fantasy sports activities are popular, there are several reasonswhy the popularity of such activities is limited. The primary drawbackto participating in such fantasy sports activities is the time, effortand understanding of creating teams or selecting players involved informing and managing a fantasy team. For example, a group of fans mayform a fantasy sports pool. Initially, the fans draft or pick players toform their teams. The fans may pick players one at a time in order, insimilar fashion to current actual player drafts. In some cases, fans ofthe same pool are not permitted to select the same players. Thus, eachfan must carefully form a fantasy team by evaluating the best playersstill available when considering the prior picks of other fans. Theprocess of picking the teams may take hours or days and involve spendinglarge amounts of time evaluating available players to be picked. Forexample, a fan may spend a significant amount of time analyzingstatistics, predicted performances, and many other factors for eachpotential player the fan may wish to draft. The fan may also take intoaccount past performance of each player, the current health status ofeach player, and so on, to make draft selections.

When the fantasy activity spans multiple games, such as an entireseason, a fan may adjust their fantasy player roster to address issuessuch as injury to the actual players, team matchups and other factorsthat may affect a player's performance. There are different variationsof these types of fantasy team-type activities, each having their ownrules. However, in general, participation in these activities is timeconsuming, often deterring fans from participating in the activities.

Other drawbacks may keep fans from participating in these activities.For example, with traditional fantasy sports activities, a fan must beready to participate before a season of a particular sport begins, orelse the fan risks being left out and must wait until the next season.Further, it may be difficult for a fan to join multiple leagues or tobuy multiple entries from the same provider. Traditional fantasy sportsmay be difficult for a fan to play casually or a quickly as a fan maydesire. Finally, from the perspective of an operator, it may bedifficult to attract casual sports fans with traditional fantasy sports.

It is thus desirable to develop a new fantasy type activity thatovercomes the limitations of existing activities as previouslydescribed.

SUMMARY OF THE EMBODIMENTS

In accordance with one embodiment of the invention, a system presents askill-based game. The system includes a non-transitory storage mediumstoring machine-readable code. The system also includes an activityserver system that includes a processor configured to execute themachine-readable code and to communicate over a wide area network with aplurality of presentation computing devices. Each distinct one of thepresentation devices associated with a distinct one of a plurality ofusers, and to receive information from the plurality of presentationdevices. The system further includes a device storage system coupled tothe activity server system, storing (i) information concerning theplurality of users, each user identifiable by a user account, and (ii)event data pertinent to a set of events and participants in the set ofevents. The machine-readable code, when executed by the activity serversystem, causes performance of computer processes that include,separately responsive to communications initiated from each of thepresentation devices, serving, over the wide area network, to thepresentation devices, a set of advanced choice games. Each game of theset being a skill-based game having an assigned fixed odds payout basedon winning user selections, so that the activity server system offersseparately through each of the presentation devices an opportunity toselect to play at least one of the advanced choice games. The computerprocess also include receiving, separately, over the wide area network,from the presentation devices of each user who has selected at least oneof the advanced choice games to play, user roster data characterizing,with respect to the selected advanced choice games, a set ofuser-selected winners. The computer process further include updating theevent data pertinent to participants in the actual events. The computerprocesses also include using the updated data to calculate and assignpayouts to the users based on both the set of user-selected winners andthe fixed odds payout, wherein determination of whether a given user isa winner or loser is based solely upon the given user's selections andnot on those of other users.

Optionally, the computer processes further include causing a user toconfigure each selected advanced choice game by selecting a set of gamecomponents from the group consisting of an over-under, a matchup, aparlay matchup, and combinations thereof. Alternatively or additionally,the computer processes further include causing the user to configure auser-selected winner for each of the selected game components.Alternatively or additionally, the computer processes further includecausing the user to select a ranking for each of the selected set ofgame components of each selected advanced choice game. Alternatively oradditionally, the computer processes further include presentinginformation about a set of participants associated with the selected setof game components, including presenting expected fantasy points for agiven participant for an upcoming event in which the given participantis expected to participate. Alternatively or additionally, the computerprocesses further include the selected advanced choice games areassociated with a plurality of events in which the participants areexpected to participate. Alternatively or additionally, the computerprocesses further include each of the participants is selected from thegroup consisting of a sport, a team, an athlete and combinationsthereof. Alternatively or additionally, the computer processes furtherinclude each of the participants is associated with a distinctperformance scoring method.

Optionally, the computer processes further include a risk tool processthat reduces payout risk. The risk tool process includes determining atotal possible payout based upon the user-selected winners for the setof advanced choice games. The risk tool process also includes comparingthe total possible payout with a predetermined threshold. The risk toolprocess further includes, if the total possible payout exceeds thethreshold, removing game components, associated with the user-selectedwinners, from the set of advanced choice games. Alternatively oradditionally, the risk tool process determines payout risk as a singleexpression of expected probability of win for a given one of the set ofadvanced choice games. Alternatively or additionally, the risk toolprocess determines the payout risk by calculating a relationship betweenpayout, game components, and game types based on levels of activity bythe users.

Optionally, the fixed odds payout is selected from the group consistingof a simple fixed odds payout, a fixed odds progressive payout, adynamic fixed odds payout, and a dynamic fixed odds progressive payout.Optionally, the computer processes further include dynamically pricingthe dynamic fixed odds payout and the dynamical fixed odds progressivepayout using a technique selected from the group consisting ofartificial intelligence (AI), machine learning, other algorithmic dataanalysis of reward, risk, volume, and total risk, and combinationsthereof. Optionally, the fixed odds payout is in a form selected fromthe group consisting of cash, free play token, promotional token,loyalty token, and combinations thereof.

BRIEF DESCRIPTION OF THE DRAWINGS

The foregoing features of embodiments will be more readily understood byreference to the following detailed description, taken with reference tothe accompanying drawings, in which:

FIG. 1 is a block diagram of a computing environment for implementingembodiments of the present invention;

FIG. 2 is a block diagram of a platform, implemented in the networkenvironment of FIG. 1, for performing skill-based games, in accordancewith an embodiment of the present invention;

FIG. 3 is a block diagram of the platform of FIG. 2, further configuredwith a risk engine user interface 169 and roster listing data store 167,in accordance with an embodiment of the present invention;

FIG. 4A shows a matchup screen layout for presenting a set of matchupsselectable by a user, in accordance with an embodiment of the presentinvention;

FIG. 4B shows the matchup screen layout FIG. 4A, with a user'sselections from among the presented matchups, in accordance with anembodiment of the present invention;

FIG. 4C shows an exemplary user interface screen, displayed on apresentation device of a user, showing the user's selected matchupsbased on the matchup screen layout in FIG. 4A;

FIG. 4D shows another exemplary user interface screen, displayed on apresentation device of a user, showing the user's selected matchupsbased on the layout in FIG. 4A;

FIG. 5A shows an exemplary user interface screen, displayed on apresentation device of a user, presenting a set of over-undersselectable by a user, in accordance with an embodiment of the presentinvention;

FIG. 5B shows the fixed payout for over-unders in FIG. 5A, in accordancewith an embodiment of the present invention;

FIG. 6A shows a parlay matchup screen layout for presenting a set ofparlay matchups selectable by a user, in accordance with an embodimentof the present invention;

FIG. 6B shows an exemplary user interface screen, displayed on apresentation device of a user, presenting a set of parlay matchupsselectable by a user, in accordance with an embodiment of the presentinvention;

FIG. 6C shows the fixed payout for parlay matchups in FIG. 6B, inaccordance with an embodiment of the present invention;

FIG. 7A shows a tic-tac-toe screen layout for presenting a set ofmatchups selectable by a user, in accordance with an embodiment of thepresent invention;

FIG. 7B shows exemplary patterns of winning in the tic-tac-toe screenlayout of FIG. 7A, in accordance with an embodiment of the presentinvention;

FIG. 7C shows that a tic-tac-toe screen layout of FIG. 7A configuredwith a set of matchups, over-unders, or a mix of matchups andover-unders, in accordance with an embodiment of the present invention;

FIG. 7D shows an exemplary user interface screen, displayed on apresentation device of a user, showing an unconfigured tic-tac-toe boardin the layout of FIG. 7A, in accordance with an embodiment of thepresent invention;

FIG. 7E shows an exemplary over-under user interface screen, displayedon a presentation device of a user, that is presented responsive to theuser selecting a corresponding square in the tic-tac-toe board of FIG.7D;

FIG. 7F shows the exemplary over-under user interface screen of FIG. 7E,with a selection by the user that the actual score of the participantwill be over the present score;

FIG. 7G shows an exemplary matchup user interface screen, displayed on apresentation device of a user, that is presented responsive to the userselecting a corresponding square in the tic-tac-toe board of FIG. 7D;

FIG. 7H shows the exemplary matchup user interface screen of FIG. 7G,with the first participant of the matchup selected as predicted to winby the user;

FIG. 7I shows the tic-tac-toe board of FIG. 7D, with a checkmarkdepicted in each square of the tic-tac-toe board configured with amatchup or over-under;

FIG. 7J shows the tic-tac-toe board of FIG. 7D with a checkmark depictedin all of the squares of the tic-tac-toe board, indicating each squareis configured with a matchup or over-under;

FIG. 7K shows the tic-tac-toe board of FIG. 7D, with the squarescorresponding to determined results marked accordingly with an “X” or an“O”;

FIG. 7L shows the tic-tac-toe board of FIG. 7D with results determinedfor each square, which is accordingly marked with an “X” or “O”;

FIG. 7M shows the tic-tac-toe board of FIG. 7L, indicating winning rowsthat contain an “O” in each square therein;

FIG. 7N shows an exemplary user interface screen, displayed on apresentation device of a user, presenting matchups included in atic-tac-toe game, in accordance with an embodiment of the presentinvention;

FIG. 7O shows the fixed payout for rows of winning squares in thetic-tac-toe board of FIG. 7J;

FIG. 8 shows a ranking array screen layout for presenting matchups andover-unders selectable by a user, in accordance with an embodiment ofthe present invention;

FIG. 9A shows a categories screen layout for presenting categories ofparticipants selectable by a user, in accordance with an embodiment ofthe present invention;

FIG. 9B shows the categories screen layout of FIG. 9A, with a user'sselections for each of the presented categories, in accordance with anembodiment of the present invention

FIG. 9C shows an exemplary user interface screen, displayed on apresentation device of a user, based on the layout of FIG. 9A, showingthe categories of participants for selection by the user;

FIG. 9D shows an exemplary user interface screen, displayed on apresentation device of a user, based on the layout of FIG. 9B, showing aparticipant selected by the user in each presented category;

FIG. 10A shows an exemplary user interface screen, displayed on apresentation device of a user, presenting a set of matchups withparticipant selections related to an election, according to anembodiment of the present invention;

FIG. 10B shows an exemplary user interface screen, displayed on apresentation device of a user, presenting a set of over-under withselections related to an election, according to an embodiment of thepresent invention;

FIG. 10C shows an exemplary user interface screen, displayed on apresentation device of a user, presenting a tic-tac-toe board withselections related to an election, according to an embodiment of thepresent invention;

FIG. 10D shows an exemplary user interface screen, displayed on apresentation device of a user, presenting a ranking array withselections related to an election, according to an embodiment of thepresent invention;

FIG. 11A is a flow chart illustrating a method of presenting a matchupto a user, according to an embodiment of the present invention;

FIG. 11B is a flow chart illustrating a method of presenting parlaymatchups to a user, in accordance with an embodiment of the presentinvention;

FIG. 11C is a flow chart illustrating a method of presenting anover-under to a user, in accordance with an embodiment of the presentinvention;

FIG. 12 is a flow chart illustrating a method of present a tic-tac-toegame of matchups and over-unders to a user, in accordance with anembodiment of the present invention;

FIG. 13 is a flow chart illustrating a method of presenting a rankingarray game of matchups to a user, in accordance with an embodiment ofthe present invention;

FIG. 14 is a flow chart illustrating determination of expected eventperformance of participants for use in creating matchups andover-unders, in accordance with an embodiment of the present invention;

FIGS. 15A-15C are block diagrams showing the determination of risk usedto assign fixed odds payout to matchups and over-unders, in accordancewith an embodiment of the present invention;

FIG. 16 is a user interface screen for a user to access and configurethe user's account information, in accordance with an embodiment of thepresent invention; and

FIGS. 17A-17F are user interface screens used by an operator toconfigure sets of matchups and over-unders for presentation to users, inaccordance with an embodiment of the present invention.

DETAILED DESCRIPTION OF SPECIFIC EMBODIMENTS

Definitions

As used in this description and the accompanying claims, the followingterms shall have the meanings indicated, unless the context otherwiserequires:

A “set” includes at least one member.

A “skill-based game” shall mean a game that allows a user to use a skillsuch as the selection of participants based upon statistics and personalknowledge prior to occurrence of a set of events, such as sportingevents, wherein, for the skill-based game, a determination will be madebased upon a set of preexisting scoring rules for scoring the one ormore of the participants based upon actual performance in the set ofevents. As used herein, a “skill-based game” shall be understood tooperate in a manner as to be exempt from regulation under provisions ofthe Unlawful Internet Gambling Enforcement Act of 2006 (UIGEA), 31U.S.C. §§ 5361-5366, as a “fantasy or simulation sports game oreducational game or contest in which (if the game or contest involves ateam or teams) no fantasy or simulation sports team is based on thecurrent membership of an actual team that is a member of an amateur orprofessional sports organization (as those terms are defined in section3701 of title 28)” and that additionally meet the enumerated criteria of31 U.S.C. § 5362(1)(E)(ix). Specifically, (I) All rewards offered towinning participants are established and made known to the participantsin advance of the game or contest and their value is not determined bythe number of participants or the amount of any fees paid by thoseparticipants. (II) All winning outcomes reflect the relative knowledgeand skill of the participants and are determined predominantly byaccumulated statistical results of the performance of individuals(athletes in the case of sports events) in multiple real-world sportingor other events. (III) No winning outcome is based—(aa) on the score,point-spread, or any performance or performances of any singlereal-world team or any combination of such teams; or (bb) solely on anysingle performance of an individual athlete in any single real-worldsporting or other event.

A “user” means an individual playing the skill-based game.

A “participant” refers to an item, for example, a “player,” such as an“athlete” or a “team” within an event (e.g. sporting event such asprofessional football or other event etc.), on which a skill-based gameis based.

An “advanced choice game” is a game selected from the group, a parlaymatchup, an array choice, an array choice-plus-ranking, and a categorychoice, each game being assigned a fixed odds payout based on winninguser selections within the game.

An “over-under” is a game in which the user is presented a predictedscore for a participant in an event and selects whether the actual scorewill be over or under the presented score.

A “parlay matchup” is a game that presents to the user a firstparticipant and a choice from a plurality of second participants to pairagainst the first participant in a matchup.

An “array choice” is a game that includes an array of elements, eachelement being selected from the group consisting of a matchup, a parlaymatchup, and an over-under, wherein, for each element, the user makes aselection of a predicted outcome associated with the element. The useris credited with a win when the actual outcome matches the predictedoutcome for each of a specified pattern of elements in the array, suchas a row, a column, or a diagonal.

An “array choice-plus-ranking” is an array choice game in which, besidesselecting a predicted outcome for each element of an array, the useradditionally ranks the selected predicted outcome in relation to theoutcomes of other elements in the array.

A “category choice” is a game that includes multiple categories ofmatchups and the user selects a set of participants from each matchupcategory.

An “operator” means a person or group that operates the system forpresenting the skill-based game to a user. In certain contexts, theoperator refers to a person or group of people that are skilled atdetermining matchups of players of equal sport skill that will likelyproduce similar fantasy points during a given game and scores of playersthat will likely be produced during a given game. The operator mayreceive matchup, over-under, and score suggestions from a suggestionengine and may use a matchup/score tool for making the final assignedmatchups/scores. The operator of the system for presenting theskill-based game to the user, manages the activity management server,the platform and the distributed computer application for playing theskill-based game.

A “fixed odds payout” is a fixed amount of a reward assigned andpresented to a given user based solely upon the given user's purchaseamount paid and selections made in an advanced choice game, and notaltered based upon the participation and selections of other users.There are four types of a fixed odds payout, each separately definedherein: a simple fixed odds payout, a fixed odds progressive payout, adynamic fixed odds payout, and a dynamic fixed odds progressive payout.

A “simple fixed odds payout” is a fixed amount reward assigned to agiven user based solely upon the given user's purchase amount paid andselections made in an advanced choice game, and not altered based uponthe participation and selections of other users nor subject to variationin level based on a series of winning occurrences or on dynamicconditions.

A “fixed odds progressive payout” is a fixed odds payout havinggraduated levels based on a series of winning occurrences in theadvanced choice game.

A “dynamic fixed odds payout” is a dynamically priced fixed amountreward assigned to a given user based solely upon the given user'spurchase amount paid and selections made in an advanced choice game, andnot altered based upon the participation and selections of other users,the fixed amount being dynamically priced using a technique selectedfrom the group consisting of artificial intelligence (AI), machinelearning, other algorithmic data analysis of reward, risk, volume, andtotal risk, and combinations thereof.

A “dynamic fixed odds progressive payout” is a dynamic fixed odds payouthaving graduated levels based on a series of winning occurrences in theadvanced choice game.

A “risk inventory” is a set of game components, each associated with auser preference and a calculated unit measurement of risk, that incombination produce an advanced choice game having an assigned fixedodds payout.

A “reward” is a benefit conferred upon an individual for service,effort, or achievement, such benefit including, among other things, anyof a prize, a payout, and an award, and may be denominated in a formselected from the group consisting of cash, a token, a currency that is,among other things, promotional, social, cryptographic, or convertible,and combinations thereof.

A “computer process” is the performance of a described function in acomputer system using computer hardware (such as a processor,field-programmable gate array or other electronic combinatorial logic,or similar device), which may be operating under control of software orfirmware or a combination of any of these or operating outside controlof any of the foregoing. All or part of the described function may beperformed by active or passive electronic components, such astransistors or resistors. In using the term “computer process” we do notnecessarily require a schedulable entity, or operation of a computerprogram or a part thereof, although, in some embodiments, a computerprocess may be implemented by such a schedulable entity, or operation ofa computer program or a part thereof. Furthermore, unless the contextotherwise requires, a “process” may be implemented using more than oneprocessor or more than one (single- or multi-processor) computer.

Embodiments of the present invention are related to U.S. patent Ser. No.14/847,795, filed on Sep. 8, 2015, which is published as U.S. PatentApplication Publication No. 2016/0071355 and now issued at U.S. Pat. No.10,353,543, and which is incorporated herein, in its entirety, byreference.

Embodiments of the present invention include methods and systems forpresenting pure skill-based advanced choice games to users. Theembodiments present the games on fixed odds payout using a parlaystructure in an array set {A_(n,x)} including performance based scoring(“fantasy/projected performance”) of sport and other data enabledperformance activities. The skill-based games may relate to sportsactivities or other entertainment-based activities or other events forfixed odds payout. In some embodiments, the skilled-based games areavailable for all sports, including all North American stick and ball(professional leagues, NCAA, tennis golf etc.), NASCAR (and formula 1),soccer (futbol), cricket, rugby, bass fishing, etc. Some embodimentsuniquely provide skill-based games for horse-racing in which each gamecomponent is based on a horse, a jockey, or a trainer for fixed oddspayout. In some embodiments, the activities relate to fantasy-sportstype activities. Some embodiments allow multiple participants to beformed into a single game with a single reward format that is consistentdespite the participants being from different sports, sports events, orother events.

In some embodiments, the skill-based advanced choice games are offeredin real-time to simultaneously occurring events or a single event onwhich the games are based.

Some embodiments of the present invention generate a set of “matchups.”Each matchup pairs an activity participant against one or more otheractivity participants. In some embodiments, each activity participant isa sports event, and in some embodiments, each activity participant is aplayer in a sports event.

Some embodiments generate a set of matchups, such that each matchuppairs a first activity participant against a second activityparticipant. The matchups may include one or more participants fromselection by the user. The set of matchups are presented to the user asgame components, and the user selects from the set to form a game.

Some embodiments generate a set of parlay matchups (A versus B or C),such that each matches a first activity participant to multiple secondactivity participants. The set of parlay matchups are presented to theuser as game components, and the user selects from the set to form agame. For each selected parlay matchup, the user then selects which ofthe second activity participants to pair against the first activityparticipant in the matchup.

Some embodiments of the present invention generate a set of“over-unders.” Each over-under presents a score for an activityparticipant, together with the choice of whether the actual score of theactivity participant will be over or under the presented score. The setof over-unders are presented to the user as game components, who selectsfrom the set to form a game. For each selected over-under, the user thenselects whether the actual score will be over or under the presentedscore.

Some embodiments generate a set that includes a mixed set of matchups(e.g., matchups, parlay matchups, or a combination thereof) andover-unders. The mixed set is presented to the user as game components,and the user selects from the set to form a game. For any parlaymatchups in the set, the user then selects which of the second activityparticipants to pair against the first activity participant in amatchup. For any over-unders in the set, the user then selects whetherthe actual score will be over or under the presented score.

In some embodiments, the matchups, parlay matchups, and over-unders, areused to produce a game within a game, including any event basedcompetition or game of skill and entertainment. For example, a categorychoice, an array choice, an array choice-plus-ranking games are producedby selecting game components from presented matchups, over-unders, andparlay matchups.

Some embodiments present a category choice game in which a set ofcategories is presented to the user, and each category includes a set ofparticipants for selection by the user.

Some embodiments present a set of matchups, a set of over-unders, or amixed set as a tic-tac-toe game, or other such array choice game. Inthese embodiments, a tic-tac-toe board is presented to the user, whoselects a game component of either a matchup, a parlay matchup, or anover-under for each square of the tic-tac-toe board. In otherembodiments, the system presenting the tic-tac-toe board automaticallyselects a matchup or over-under for each square in a row of the array.For any square that has a parlay matchup, the user selects which of thesecond activity participants to pair against the first activityparticipant in the parlay matchup. For any square that has anover-under, the user selects whether the actual score will be over orunder the presented score.

In embodiments, the tic-tac-toe game may create more possible entriesthan the 9 required squares (entries) of the tic-tac-toe board. In someembodiments, the platform uses a random or algorithmic method forselection of the advanced choice games for the entries of thetic-tac-toe board. In some embodiments, the platform also uses a randomor algorithmic method for determining the placement of the selectedadvanced choice games into the entries of the tic-tac-toe board.

Some embodiments present a set of matchups, a set of over-unders, or amixed set as a ranking array game (array choice-plus-ranking game). Inthese embodiments, the array is presented to the user, who selects agame component of a matchup or over-under for each square in a row ofthe array. In other embodiments, the system presenting the arrayautomatically selects a matchup or over-under for each square in a rowof the array. For any selected entry that is a parlay, the user selectswhich of the second activity participants to pair against the firstactivity participant in the parlay matchup. For any selected entry thatis an over-under, the user selects whether the actual score will be overor under the presented score. The user then provides an ordered rankingof the selected entries. The user then ranks each square in the row from1 . . . N, indicating how the user expects the matchup or over-underassociated with that square to perform with respect to the matchups orover-unders associated with each other square in the row, multiple rows,or the entire array. In some embodiments, the platform uses a random oralgorithmic method for selection of the advanced choice games for theentries of ranking array. In some embodiments, the platform also uses arandom or algorithmic method for determining the placement of theselected advanced choice games into the entries of the ranking array.

In some embodiments, the matchups and over-unders are selected prior tothe activity participants participating in the corresponding event(e.g., playing in a professional sporting event or other events). Theset of selected matchups, set of selected over-unders, or set of mixedselections and the corresponding participants is referred to as “userroster data”.

In some embodiments, these skilled-based games may be created based onsingle team performance projections associated with their gamecomponents, such as matchups, over-unders, parlay matchups of a selectedadvanced choice game, such that these games are created for individualteams by mathematically calculating the portfolio of participants basedon single participant prediction and statistical optimization. In someembodiments, these games may also be created based on single participantperformance projections by prediction and statistical optimization ofthe scores of such participant.

The outcomes of the matchups may be determined with reference to thefirst and second participants' actual performance in one or more actualsports events or other events according to a predetermined scoringcriterion. In one embodiment, the first or second participant(s) withbetter statistics in predetermined, weighted, statistical categories(e.g., a better fantasy sports score) in the one or more actual sportingevent(s) may be determined as the “winner” of each matchup. The winnersof the matchups may be compared to the user's picks.

The outcome of the over-unders may be determined with reference to theparticipants' actual score in one or more actual sports events or otherevents. In one embodiment, the predetermined, weighted, statisticalcategories (e.g., a fantasy sports score) may be determined as theparticipants' actual score compared to the user's pick of over or underthe score presented to the user.

In a straight matchup, over-under, or mixed games, if the user has madea sufficient number of winning picks, then the user may be declared tobe a winner of the activity. In the tic-tac-toe game, if the user madewinning picks that form a sufficient number of rows, columns, ordiagonals, then the user may be declared a winner of the activity. Inthe ranked array game, if the user made a sufficient number of winningpicks and rankings of the winning picks, then the user may be declaredto be a winner of the activity.

Accordingly, embodiments require a fixed odd payout table and each userhas an opportunity to win against the system. The fixed odd payout tableindicates varying fixed odds payouts based on the number ofmatchups/over-unders selected, etc. This is in contrast to other games,such as pari-mutuel games, where users play against other users andpayouts are based upon the amount of money that users associates withtheir selections. The payout may be based on a fantasy-based scoringwhich is “performance based scoring” and in the context of teams thescoring may include points scored as presented within these unique gamesand on the system that scores both participants and teams through asingle risk management system.

When the user is a winner of a game, the user may be awarded a rewardaccording to a fixed odds payout table, which may be predetermined fixedodds, dynamic fixed odds, fixed odds progressive, and dynamic fixed oddsprogressive. For dynamic fixed odds and dynamic fixed odds progressivepayouts, the system may dynamically price the payouts using techniquesselected from the group consisting of AI, machine learning and, otheralgorithmic data analysis of reward, risk, volume, and total risk, andcombinations thereof.

In some embodiments, the user may win a fixed cash award or other fixedreward for correctly picking all of the selected matchups andover-unders, or for correctly picking a predetermined number of winningmatchups, over-unders, or mixed over-unders and matchups (e.g., forgetting close). The awards may vary depending on the number of selectedmatchups and over-unders. In another example, the user may win suchfixed award for correctly picking winning matchups, over-unders, or amix of over-unders and matchups that form a row, column, or diagonal ina tic-tac-toe board. The fixed award may vary depending on the number ofrows, columns, and diagonals formed by the winning matchups/over-unders.In a further example, the user may win such a fixed award for correctlypicking and ranking winning matchups or over-unders in a row of anarray. The award may be progressive, such that winning all matchups inrow wins a reward, and progressively higher rewards are given based onthe number of those matchups are correctly ranked within the row.

Some embodiments include business-to-business (B2B) content, marketing,attribution, and social media. Some embodiments support adtech as gamecontent also supports cost per click traffic trading on both publisherand advertiser models. Some embodiments uniquely assign proprietary datainputs to create the projections based on performance scoring and otherprojections. Some embodiments uniquely aggregate risk from proprietarygames and proprietary projections to desktop interface of riskreporting.

The use of fixed odds payout games in some embodiments of the presentinvention is a pronounced innovation over prior art because it reducesthe complexity of multiple sports (or other events) and multiple teamsand multiple athletes to single application of the game as a userinterface across multiple clients. Accordingly, in these embodiments,events can be virtualized, i.e., turned into a game. In theseembodiments, the consumer, perhaps the audience, a spectator, or a fanis presented with an objective expectation of rewards with a single setof rules for each game no matter what the athlete, team or sport. In thecase that the fantasy sports examples used herein are used as aspects ofthe user interface, in these embodiments, the performance scoring of theparticular event may be based on the reduction of the performance datato an application programming interface and then used to score the newgames described herein. The fixed odds payout simplifies the performanceexpectations to concrete expectation of reward based on the calculationsof the event result. Further, in some embodiments, the platform'sproduction of a new class of games (further described herein) take allevents and reduce them to a single expected prizing format. Such prizingformat is completely unlike “Totes” or pari-mutuel where the odds ofsuccess depend on the actual vs advertised rewards. Creating a finalityof the expectation at the time of reward entry radically, in theseembodiments, changes the idea of the value of the event as a prizingtool for fan or audience engagement. These embodiments described hereinprovide:

1. a game or set of games

2. within one or more events,

3. with one or more choices (matchups, over-unders, conditional/parlaymatchups, etc.)

4. with multiple game formats,

5. that can be across sports, teams, or athletes,

6. with multiple reward forms (cash or token, free to play, promotional,loyalty, etc.),

7. multiple forms of fixed odds (simple fixed odds, fixed oddsprogressive, dynamic fixed odds, dynamic fixed odds progressive, etc.),

8. on a single platform risk tool,

9. that calculates the relationship between prizing, entries, and gametypes based on levels of activity,

10. as a single expression of expected probability of win,

11. of all games, over all over multiple sports, athletes, and teams,each with different performance scoring systems.

FIG. 1 is a block diagram of an exemplary computing environment 20 forimplementing embodiments of the present invention. The computingenvironment 20 includes an activity management server 24 communicativelycoupled to presentation devices 22 that present, via applicationsexecuted on the presentation devices 22, game activities of skill-basedgame to corresponding users. The applications include user interfacesthat present visual aspects of the game activities to the users.

In the environment of FIG. 1, the presentation device 22 iscommunicatively coupled, via a computer network 38, to the activitymanagement server 24. The computer network 38 may be the Internet, acellular network, a satellite communication network, or any othernetworks or communication systems or devices known in the art. In someembodiments, the communication link through the network 38 is adedicated link, such as a dedicated wired link between the presentationdevice 22 and activity management server 24. In some embodiments, thecommunication link through the network 38 includes one or more localarea network, wide area network, or any other networks linked togetherto form the computer network 38. The network 38 may include a publicnetwork, a private network, and combinations thereof. Communication overthe network 38 may use different communication channels, such as secureand unsecure channels.

Each presentation device 22 includes a video display 28 configured todisplay game activities, and an input device 30 configured to receiveinput related to the game activities. Each presentation device 22further includes a communication interface configured to communicative,via network 38, with the activity management server 24. Eachpresentation device 22 also includes a main processor for executingprogram instructions, memory for storing data such as programinstructions, a video processor, an audio processor, other processors,input and output ports, etc. In some embodiments, a presentation device22 is configured within a game console, smart television, kiosks, gamingtables, gaming tablets or other such device. In some embodiments, thepresentation device 22 is a desktop computer 32, a telephone, includingcellular, wireless or wired telephones or smart phone 34 (e.g., iPhone®or Android® device), a laptop or notebook computer 36, a tablet, or anyother computing device without limitation.

The input device 30 may include a keyboard, mouse, joystick,touch-screen, buttons, track-balls, microphones, voice and gesturerecognition components, or any other component known in the art to becapable of receiving input from a user. The communication interface ofthe presentation device 22 may be configured to permit data to betransmitted and received from components of the presentation device 22.The communication interface may support wired or wireless communicationsusing various protocols, such as 3G, 4G, IMT, GSM, TCP/IP, Bluetooth,802.11xx, etc.

The activity management server 24 includes one or more processors forexecuting program instructions, memory for storing data such as programinstructions, and at least one communication interface for forming acommunication link to at least one presentation device 22. In someembodiments, the activity management server 24 is communicativelycoupled to a data storage device, such as a hard drives or database. Theactivity management server 24, or coupled data storage device, may storedata, such as participant statistics, event schedules, images ofparticipants, data regarding matchups, data regarding scores, dataregarding rankings, data regarding game configurations, user accountinformation (see FIG. 16), and other data. The server 24 may also beconfigured to communicate, via its communication interface, with otherdevices to obtain data, such as configured to communication with anotherserver or device to obtain game schedule information, updated playerrosters, etc. In some embodiments, the activity management server 24includes a user station that permits an operator to interface with andmanage the activity management server 24, such as to change operatorsettings.

Aspects of the invention may be implemented via a distributedarchitecture, a cloud server architecture, a client-server architecture,or using any other system architecture known in the art.

Aspects of the invention may also be implemented as an “app” (e.g.,downloadable, installable or installed software) which runs on thepresentation device 22. For example, embodiments may include a “mobileclient” that comprises a downloadable app. For example, a user maydownload an app from the operator or from an app store. The app may bestored on the user's presentation device 22 and then be executed by oneor more processors thereof. One advantage of the downloadable app isthat a much more engaging and rich media experience may be provided tothe user. Further, enhanced security features including authenticationand verification of identity, location, and other factors may beimplemented on the app to deliver a compliant and secure experience forthe user. The mobile client may be configured to interface with theactivity management server 24, such as to receive information from thatserver 24 and to transmit information to that server 24, as well asimplement other functionality.

FIG. 2 is a block diagram of a platform, implemented in the networkenvironment of FIG. 1, for performing skill-based games (e.g., advancedchoice games), in accordance with an embodiment of the present inventionFIG. 2 shows some of the internal components within the activity serversystem 150 and within the presentation device 151 of a user. In someembodiments, the activity server system 150 is the activity managementserver 24 of FIG. 1 and the presentation device 151 is one of thepresentation devices 22 of FIG. 1.

The user first communicates through the presentation device 151 with theactivity server system 150 and downloads a platform 152. The platform152 is then run on the presentation device 151. The platform 152provides an interface between the activity server system 150 and anyplatform-specific game application 153 that is downloaded to thepresentation device 151. The platform 152 may perform some or all of theauthentication processing and determines if the user meets with a set ofcompliance criteria to use the platform 152. The user downloads aplatform specific game application 153 to the presentation device 151from the activity server system 150. The platform specific gameapplication 153 includes hooks, such as API function calls to theplatform. Thus, the game application 153 only operates if authorized bythe platform 152.

The compliance criteria may be based upon local or national laws anddetermining whether the user complies with such laws. For example, theplatform 152 may have access to GPS information, or IP-based locationinformation and may use this information to select the compliancecriteria based upon location. Additionally, the age of the user may bepertinent as jurisdictions may have various age requirements. Thus, theplatform 152 interfaces with the presentation device 151 and extractinformation from one or more sources (e.g. GPS data, IP information) ormay require the user to enter a password or answer a series of questionsto validate the user's identity. Once the platform 152 determines thatthe user is an authorized user and one that meets the compliancecriteria, the platform 152 grants access to the application game andallow the application game to either communicate 154 directly with theactivity server system or communicate 155 with the activity serversystem 150 through the platform 152.

The activity server system 150 may include one or more servers (e.g.,management server 24) and may operate in a distributed computingenvironment. Thus, the functionality performed by the computer-basedmodules of the activity server system 151 may be distributed acrossprocessors or devices. The presentation device 151 (e.g., presentationdevice 22) of the user interfaces with one or more computer-basedmodules of the activity server 150 through a communications network. Theactivity server system 150 receives a request to play a game from thepresentation device at an authentication engine 156 and receives a keythat indicates that the platform 152 has confirmed compliance. Theauthentication engine 156 accesses a user's account information module157 and obtains the account information for the specified user. Theauthentication engine 156 may perform additional authentication basedupon data passed from the platform and the user's account information.

Once the authentication engine 156 is satisfied, the authenticationengine 156 accesses the gaming engine 158. The gaming engine 158provides game information (e.g., matchup data, over-under data,graphical images, statistics, etc.) to the game application 153 on thepresentation device 151. The game engine 158 is in communication with asuggestion engine 159, an image database 160, a participant statisticsand historical information database 161. The game engine 158 gathersthis information and formats the information in accordance with aprotocol that is recognized and understood by the game application 153.The game application 153 receives the data and incorporates the datainto one or more templates for presentation to the user. Additionally,the application program 153 provides an interface for the transmissionof selection data and other game related data to the game engine 158.

The suggestion engine 159 provides a series of matchups, over-unders, ormix to the game engine 158 based upon a plurality of factors including:the specific user and his likes and dislikes (e.g., as to teams,particular participants, etc.), a risk assessment engine 162determination, and a set of predetermined matchups, over-unders, or mix.The predetermined matchups, over-unders, or mix are determined by anoperator, who is knowledgeable about the specific activity associatedwith the fantasy activity of the game, or automatically determined bythe suggestion engine 159 based on various criteria, includingstatistics and historical data associated with the activity or activityparticipant and accessed from database 161. With respect to FIGS. 2 and3, reference to “matchups” mean both matchups and parlay matchups.

An advanced choice game tool 163 is provided to the operator forassisting the operator in his selections. The tool 163 may include agraphical interface and accesses participant statistics and historicaldata in a database 161. The operator 164 determines these matchups,over-unders, or mix, and stores them in a matchup database 165.

The suggestion engine 159 communicates with a risk assessment engine162. The risk assessment engine 162 receives all of the predeterminedmatchups and over-unders from the database 165 and determines whethercertain ones should be eliminated based upon a criteria set. Asexpressed above, the risk assessment engine 162 may eliminate matchupsand over-unders based upon player injures, or if a determination is madethat the matchup is no longer an even match or the predicted score ofthe over-under is no longer a likely score. The risk assessment engine162 may receive data from one or more locations about matchup andover-under selection by users. If the matchup selections reach apredetermined percentage in favor of one of the participants, the riskassessment engine 162 may remove the matchup from the list of possiblematchups. If the over-under selections reach a predetermined percentagein favor of going over or under the presented score, the risk assessmentengine 162 may remove the over-under from the list of possibleover-unders. It should be understood by one of ordinary skill in the artthat other analytical tools may be used for assessing risk and makingdeterminations about which matchups and over-unders to eliminate frompresentation. Additionally, it should be recognized that the riskassessment engine 162 continues to operate during the playing of thesports games or other events and can cause the matchups and over-undersdisplayed between end-users to change. The risk assessment engine mayallow for an operator to respond to the identification of a risk and totake action based on that risk by instructing the activity server 150 tochange the predetermined matchups and over-unders as stored in datasource 165. Risk can be identified based upon information, such as areport about an athlete, an injury report, information posted on a newsor blog website. The risk assessment engine may include a web-monitoringtool for each player that is part of a matchup or over-under, such thatinformation about the player is collected and represented to anoperator. Additionally, the risk assessment engine may be regularlyupdated based upon wagers that occur. For example, the risk assessmentengine may provide a listing of the 10 highest matchups with thegreatest risk. The risk could be based simply on an imbalance in salesor on a more complex formula. Additionally, the risk assessment engine162 may monitor all of the selections by users and identify if there areimbalances based upon groups of matchups, over-unders, and mix that showan imbalance in the selected matchups. The risk assessment engineincludes a graphical user interface that displays the matchups andover-unders with the greatest risk and reports on developing news aboutplayers where imbalances in matchup selections are occurring. Forexample, the 30 highest matchups that have the greatest risk may bepresented and a news ticker of information about the players in thematchups may be included from either a general web search or bymonitoring specific websites (sports-related websites, e.g. ESPN, NBA,MLB etc. or fantasy sports-related websites) for the names of theplayers in the matchups. Thus, the risk assessment engine allows formonitoring of risk in real-time.

In embodiments of the invention, the risk assessment engine can beautomated based upon threshold values to remove matchups or over-unders.For example, there may be a monetary threshold for a matchup that causesthe matchup to be removed, such as a $500,000 differential in bets onone player or if more than 80% of the wagers are on one player.

The risk assessment engine 162 passes the matchups to the selectionengine 159. The selection engine 159 may then further eliminate some ofthe matchups and over-unders. For example, matchups or over-unders thatinclude a participant from a favored team of the user may be preferred.Similarly, matchups or over-unders that include participants from a teamthat the user does not like is given a lower priority. Other factors maybe used by the selection engine 159 in determining the matchups topresent as discussed above.

The game engine 158 then sends the pruned matchups and over-unders fromthe selection engine 159 along with images of the participants in thematchups, statistics of the participants and other data needed by theapplication game 153 for providing the intended visual and gameexperience to the user on the presentation device 151 through a securenetwork connection 154. For a tic-tac-toe game, in some embodiments, theapplication game 153 may present a tic-tac-toe board of squares for theapplication game 153 or the user to associate each square with one ofthe pruned matchups or over-unders. In other embodiments, the gameengine 158 uses a random or algorithmic method for selection of theadvanced choice games for the entries of the tic-tac-toe board. In someembodiments, the platform also uses a random or algorithmic method fordetermining the placement of the selected advanced choice games into theentries of the tic-tac-toe board. In some embodiments, more than thenine required squares of the tic-tac-toe board are created forassociation with a matchup or over-under game. Similarly, for a rankingarray game, in some embodiments, the application game 153 presents anarray of squares for the application game 153 or the user to associateeach square with one of the pruned matchups or over-unders and rankingeach square in a row of the array. In other embodiments, the game engine158 uses a random or algorithmic method for selection of the advancedchoice games for the entries of the ranking array. In some embodiments,the platform also uses a random or algorithmic method for determiningthe placement of the selected advanced choice games into the entries ofthe ranking array.

It should be recognized that the platform 152 and the application 153are client programs that run locally on the presentation device of theuser. The various components of the activity server system cancommunicate with one another through an Application ProgrammingInterface (API) 170. The API allows for the communication of the gameinformation between the application 153 and the gaming engine 158.Additionally, the API can be used for supplying both tools such as thematchup & over-under tool and the risk assessment engine to apresentation device of the operator 164 in the form a client programs172, so that the operator may remotely monitor and make changes to thegame without the need to be directly connected to the activity serversystem 150. The application game 153 receives this data and incorporatesthe data into one or more templates for presentation on the displayassociated with the presentation device 151. Communication continuesbetween the game engine 158 and the application game 153 until the endof the session.

The user's selection is saved and stored in a database 157 associatedwith the user's account. The game engine 158 includes a settlementengine 171 that also determines whether the user has selected one ormore winning participants, whether the winning participants are in a rowof the tic-tac-toe board, and whether winning participants are in a rowof a ranking array (and correctly ranked). The game engine 158 informsthe application game 153 whether the user has won the game based uponthe game rules. The settlement engine 171 is also configured to providepayment to a winning user and may interact with the user's accountinformation data store 157 to determine where any winnings should betransferred (e.g., a banking account, such as a checking account orother account such as PayPal account).

The activity server system 150 may also include a virtual machine togenerate diagrams and descriptions for presentation to the user on thepresentation device 151. The activity server system 150 may also includean integrity tool. If the individual athlete is not performing asexpected, the integrity tool predicts and measures continuously themarket and performance expectations of the participants of the advancedchoice games.

FIG. 3 is a block diagram of the platform of FIG. 2, further configuredwith a risk engine user interface 169 and roster listing data store 167,in accordance with an embodiment of the present invention. The riskassessment engine 162 include a graphical user interface 169 to allow anoperator to view a listing of correlated roster payouts (wherein aroster is the selection by a user of a pre-defined number of matchupsand selected winners for those matchups or a pre-defined number ofover-unders and selected over or under predictions for the presentedscore), or a pre-defined number of a mix thereof, and roster countsordered by potential payout amount to determine the riskiestcombinations, which would be presented at the top of a listing in thegraphical user interface. As indicated above the risk assessment engineGUI 169 may be local to the risk assessment engine 162 or a clientapplication may be available to an operator such that the GUI 169 ispresented remotely on the presentation device of the operator and theoperator can remotely monitor the game and any risk determined by therisk assessment engine 162. The risk assessment engine 162 may include aset of predefined thresholds or the operator may set a threshold valuefor each number of picks of potential payout maximums and roster countmaximums. In one embodiment of the invention, the risk assessment engineis configured to highlight and present selection groups above athreshold in the graphical user interface with some indicia, such ashighlighting the selection group in red. The risk assessment engine mayalso generate alerts, which can be auditory or may generate an e-mailnotification to one or more operators. Depending upon the configurationby the operator, the risk assessment engine may automatically closeindividual matchups when a threshold level has been met withoutrequiring authorization from an operator. The thresholds may bedetermined at the discretion of the operator, but will be based at leastin part on an expected number of users submitting rosters along withhistorical information concerning payouts.

As shown in FIG. 3, the roster selections by user playing the fantasygame (user roster data) are sent from the presentation device of theuser through the network connection 154 between the application 153 andthe gaming engine 158. The data received by the gaming engine willinclude the ID number for the user, a description of the selected rosterincluding the number of picks, whether the picks include a hedge, and anarray of selections for each matchup or over-under within the roster.Thus, the array will include a pointer to the selected athlete in eachmatchup selected by the user. Additionally, other parameters may becommunicated when the roster selections are transmitted by theapplication 152 running on the presentation device of the user 151,including the location in which the presentation device is located. On aperiodic basis or at the request of an operator, the risk assessmentengine queries the data store management server 167 using a databasequery API to query the data store of user roster selections. Thedatabase of the data store 168 contains all of the currently active userroster selections for all of the users playing the fantasy game. The APIquery will produce a report to the risk assessment engine. For example,the database query may produce a report that indicates the N-riskiestselections in terms of overall possible payout disparity for matchups orover-unders. It should be recognized that other database searches may beused to provide information concerning risk to the risk assessmentengine. The risk assessment engine will receive the results of thedatabase query in the form of a report, such as a data file in apredefined format in conformity with the database API. The riskassessment engine parses the report and compares the entries within thereport to a threshold value that has either been preset or set by anoperator. For example, the threshold could be based on a percentages ofdisparity, such as 80% of the users betting on one athlete or thethreshold could be in the disparity of the total amount bet, such that apayout that included a matchup may exceed $500,000. Again, otherthresholds can be established based upon the risk without deviating fromthe intended scope of the invention. It should be recognized by one orordinary skill in the art that the database and data management servermay operate as part of the activity server system or may be outside ofthe activity server system. Additionally, the data store managementserver may periodically push the results of a pre-set number of databasequeries to the risk assessment engine within the risk assessment engineneeding to query the data store management server 167.

In one embodiment of the invention, matchups and over-unders may bepresented on a customized basis to fans. Customization of matchups andover-unders occurs in the suggestion engine 159 that takes into accountthe user's account information stored in a datastore 157. For example,while a plurality of users may be presented with the same card or set ofmatchups, set of over-unders, or mixed set of matchups and over-unders,the order of how such is presented may be customized. As one example,the first presented matchup may be selected based upon the location ofthe user or based upon a fan's profile. If the matchups include amatchup involving Drew Brees, fans who are located in Louisiana oridentify themselves as New Orleans Saints fans may be presented with aset of matchups where the first matchup is the matchup involving DrewBrees. Thus, the order or configuration of the matchups, over-unders, ormix may vary based upon geographic region, time of year, rankings ofplayers or teams, user's input or profile or other criteria. Inaddition, the graphical presentation of the matchups and over-unders maybe changed based upon such criteria.

FIG. 4A shows a matchup screen layout for presenting a set of matchupsselectable by a user, in accordance with an embodiment of the presentinvention. The user interface screen includes an area 410 presentingmatchup sets selectable by a user, such as “a versus b”, “c versus d”,“e versus f”, etc. The user interface screen also includes an area 420summarizing these matchups. The fixed odds payout of the user variesbased on the number of matchups selected by the user. The user interfacescreen further includes an area 430 presenting a fixed odds payouttable, showing the fixed odds payout corresponding to each number ofselected matchups.

FIG. 4B shows the matchup screen layout FIG. 4A, with a user'sselections from among the presented matchups, in accordance with anembodiment of the present invention. In the matchup sets area 410 ofFIG. 4B, the user selected the matchup of “a versus b”, and selected “b”to win in the matchup. The user selected “b” by clicking the boxcontaining “b” in area 410, which is shown highlighted. The user alsosimilarly selected the matchup of “e versus f”, and selected “e” to winin the matchup; the matchup of “g versus h”, and selected “g” to win inthe matchup; the matchup of “k versus l”, and selected “k” to win in thematchup; and the matchup of “m versus n”, and selected “m” to win in thematchup. The user's selections are summarized in area 420 of the matchuplayout.

FIG. 4C shows an exemplary user interface screen, displayed on apresentation device of a user, showing the user's selected matchup setsbased on the matchup screen layout in FIG. 4A. The user interface screenof FIG. 4C shows three matchup sets 402, 404, 406 of the four matchupsets selected by the user. The selected matchup sets are also summarizedin the “matchup picks” window 408. Each matchup 402, 404, 406 ispresented with a picture of the two participants in the matchup andtheir corresponding statistics. The selected matchups form a game cardfor the user. For each selected matchup set, the user has further chosenone of the participants in the respective matchup set as the winningparticipant (as shown in FIG. 4B).

The user interface screen of FIG. 4C also includes a “select purchaseamount” window 410 in which the user specifies the purchase amount forthe selected set of four matchups. The user interface screen of FIG. 4Cfurther includes a “current payout” table 412 that shows the currentfixed odds payout based on the number of matchups selected. As the userselected four matchups, the “current payout” table 412 has the fourmatchup fixed odds payout information highlighted.

FIG. 4D shows another exemplary user interface screen, displayed on apresentation device of a user, showing the user's selected matchup setsbased on the layout in FIG. 4A. The user interface screen of FIG. 4Dincludes photos of the participants in a matchup, which are selectableby the user to pick the winning participant in the matchup.

FIG. 5A shows an exemplary user interface screen, displayed on apresentation device of a user, presenting a set of over-undersselectable by a user, in accordance with an embodiment of the presentinvention. The user interface screen includes over-under 502 thatpresents a predicted score 510 of 35 for Chris Paul in an upcomingsporting event in which he is a participant. The user picks whetherChris Paul will score over the score of 35, by selecting the over icon512, or under the score 510, by selecting the under icon 514. Similar tothe set of matchups in FIG. 4C, a fixed odds payout table is provided,with a fixed odds payout corresponding to the number of selectedover-unders.

FIG. 5B shows the fixed payout for over-unders in FIG. 5A, in accordancewith an embodiment of the present invention. As shown in FIG. 5A, thefixed odds payout vary based on the number of over-unders selected bythe user for the game.

FIG. 6A shows a parlay screen layout for presenting a set of parlaysselectable by a user, in accordance with an embodiment of the presentinvention. The user interface screen includes parlay matchup sets 600selectable by a user. In some embodiments, a parlay matchup pairs aparticipant A versus a participant B or a participant C. The parlaymatchup sets 600 include parlay matchups #1 through #6. As shown byparlay matchup #1 602, a parlay matchup includes a first participant A604 in a first upcoming event, a second participant B 606 in a secondupcoming event, and a third participant C 608 in a third upcoming event.The first, second, and third event are not necessarily the same event. Auser may select matchup #1 602, and then must select whether to pair, inmatchup #1 602, the first participant A 604 with either the secondparticipant B 606 or the third participant C 608. To make the selection,the user may click on the icon corresponding the participant B 606 andparticipant C. Similar to the set of matchups in FIG. 4C and set ofover-unders in FIG. 5A, a fixed odds payout table is provided, with afixed odds payout corresponding to the number of selected parlaymatchups.

FIG. 6B shows an exemplary user interface screen, displayed on apresentation device of a user, presenting a set of parlays selectable bya user, in accordance with an embodiment of the present invention. Theuser interface screen of FIG. 6B shows two parlays 612, 22 in the set.The first parlay 612 includes a first participant 614 (Nathan Hoor), asecond participant 616 (Bryan McNeil), and a third participant 618 (TyKennedy). As indicated by the checkmark placed next to the secondparticipant 616, the user selected to pair the first participant 614with the second participant 616 in the matchup.

FIG. 6C shows the fixed payout for parlay matchups in FIG. 6B, inaccordance with an embodiment of the present invention. As shown in FIG.6C, the fixed odds payout vary based on the number of parlay matchupsselected by the user for the game.

FIG. 7A shows a tic-tac-toe screen layout for presenting a set ofmatchups selectable by a user, in accordance with an embodiment of thepresent invention. Tic-tac-toe is one type of array choice game providedby the platform of FIG. 2. The screen layout of FIG. 7A includes atic-tac-toe board in which each square can be configured with a matchup.To do so, in some embodiments, the user selects the square and a userinterface screen is displayed with a set of matchups from which the usermay select one of the matchups. For example, a user may select the sixthsquare in the tic-tac-toe board, which displays a set of matchups fromwhich the user can select one of the matchups for the sixth square. Inother embodiments, the platform uses a random or algorithmic method forselection of the matchups for the squares of the tic-tac-toe board. Insome embodiments, the platform also uses a random or algorithmic methodfor determining the placement of the selected matchups into the squaresof the tic-tac-toe board. In some embodiments, more than the ninerequired squares of the tic-tac-toe board are created for associationwith a matchup or over-under game.

The selected matchup for the sixth square is referred to in FIG. 7A asmatchup #6. As shown in FIG. 7A, selecting the sixth square, onceassociated with matchup #6, displays a user interface screen of matchup#6, and the user can select one of the participants of matchup #6 to winthe matchup.

FIG. 7B shows exemplary patterns to win in the tic-tac-toe board of FIG.7A, in accordance with an embodiment of the present invention. Each ofthe patterns represent a row in the tic-tac-toe board in which the userselected the winning participant for the matchup corresponding to eachsquare of the row.

FIG. 7C shows that a tic-tac-toe screen layout of FIG. 7A that canpresent a set of game components, such as matchups, over-unders, or amix of matchups and over-unders, in accordance with an embodiment of thepresent invention. The matchup in a corresponding square may be matchupsor a parlay matchup. In some embodiment of FIG. 7C, the user selects asquare and a user interface screen is displayed with a set of matchups,over-unders, or mixed matchups and over-unders from which the user mayselect one of the displayed items. In other embodiments, the platformuses a random or algorithmic method for selection of the matchups,over-unders, or mixed matchups and over-unders games for the squares ofthe tic-tac-toe board. In some embodiments, the platform also uses arandom or algorithmic method for determining the placement of theselected games into the squares of the tic-tac-toe board. Once a squareis associated with a parlay matchup, selecting that square display auser interface screen of the parlay matchup, and the user can selectfrom multiple participants to pair to win against a first participant ina matchup. Once a square is associated with an over-under, selectingthat square displays a user interface screen of the over-under, and theuser can select whether an actual score for a specified participant willbe over or under a presented score.

FIG. 7D shows an exemplary user interface screen, displayed on apresentation device of a user, showing an unconfigured tic-tac-toe boardin the layout of FIG. 7A, in accordance with an embodiment of thepresent invention. In some embodiments, the user may individually selecteach square on the board to associate the square with a specific matchupor over-under. In other embodiments, the platform uses a random oralgorithmic method for selection of the matchups, over-unders, or mixedmatchups and over-unders games for the squares of the tic-tac-toe board.In some embodiments, the platform also uses a random or algorithmicmethod for determining the placement of the selected games into thesquares of the tic-tac-toe board.

FIG. 7E shows an exemplary over-under user interface screen, displayedon a presentation device of a user, that is presented responsive to theuser selecting a corresponding square in the tic-tac-toe board of FIG.7D. The over-under user interface screen of FIG. 7E is displayed inresponse to the user selecting a square of a tic-tac-toe boardassociated with the corresponding over-under depicted in the screen.

FIG. 7F shows the exemplary over-under user interface screen of FIG. 7E,with a selection by the user that the actual score of the participantwill be over the present score. The over-under interface screen of FIG.7F shows that the user selected that the participant depicted in theover-under interface screen will achieve a score over the presentedscore in a corresponding event. The user will win (e.g., receive an “O”)in the corresponding square if the participant actually scores over thepresented score, and will lose (e.g., receive an “X”) in thecorresponding square if the participant actually scores under or meetsthe presented score.

FIG. 7G shows an exemplary matchup user interface screen, displayed on apresentation device of a user, that is presented responsive to the userselecting a corresponding square in the tic-tac-toe board of FIG. 7D.The matchup user interface screen of FIG. 7G is displayed in response tothe user selecting a square of a tic-tac-toe board associated with thecorresponding matchup depicted in the screen.

FIG. 7H shows the exemplary matchup user interface screen of FIG. 7G,with the first participant of the matchup selected to win by the user.The match-up user interface screen of FIG. 7H shows that the userselected that the first participant depicted in the user interfacescreen will achieve a score higher than the second participant depictedin the user interface screen. The scores of the first and secondparticipants are not necessarily from participation in the same event.The user will win (e.g., receive an “O”) in the corresponding square ifthe first participant actually received the higher score, and will lose(e.g., receive an “X”) in the corresponding square if the participantactually receives a lower or tied score.

FIG. 7I shows the tic-tac-toe board of FIG. 7D, with a checkmarkdepicted in each square of the tic-tac-toe board configured with amatchup or over-under. Based on these checkmarks, a user can determinewhich squares of the tic-tac-toe board still need to be associated witha matchup or over-under.

FIG. 7J shows the tic-tac-toe board of FIG. 7D with a checkmark depictedin all of the squares of the tic-tac-toe board, indicating each squareis configured with a matchup or over-under.

FIG. 7L shows the tic-tac-toe board of FIG. 7D, with the squaresassociated with matchups or over-unders in which results have beendetermine marked accordingly with an “X” or an “O”. Squares marked withan “O” indicate that the user picked the winning participant in theassociated matchup or correctly selected that the actual score wasover/under in the associated over-under. Squares marked with an “X”indicate that the user picked the losing participant in the associatedmatchup or incorrectly select that the actual score was over/under inthe associated over-under.

FIG. 7L shows the tic-tac-toe board of FIG. 7D, such that the resultsfor each matchup or over-under has been determined, and the associatedsquare is marked accordingly with an “X” or “O”.

FIG. 7M shows the tic-tac-toe board of FIG. 7L, indicating winning rowsthat contain an “O” in each square therein. In the indicated rows, foreach square the user selected a winning result in the matchup orover/under associated with the respective square.

FIG. 7N shows an exemplary user interface screen, displayed on apresentation device of a user, presenting matchups included in atic-tac-toe game, in accordance with an embodiment of the presentinvention. In FIG. 7N, two of the matchups included in the tic-tac-toeboard are shown. For the first displayed matchup, the icon 760 in theupper-left of the screen indicates the position in the tic-tac-toe boardin which the first matchup is associated. For the second displayedmatchup, the icon 765 in the upper-left of the screen indicates theposition in the tic-tac-toe board in which the second matchup isassociated.

FIG. 7O shows the fixed odds payout for winning rows in the tic-tac-toeboard of FIG. 7J. As shown in FIG. 7O, the fixed odds payout vary basedon the user's number of winning rows in the tic-tac-toe game.

FIG. 8 shows a ranking array screen layout for presenting matchups andover-unders selectable by a user, in accordance with an embodiment ofthe present invention. The screen layout of FIG. 8 includes an arrow, inwhich each square in the array be configured with a matchup orover-under. The matchup may be an over-under matchup or a parlay match.To configure a square, in some embodiments, the user selects the squareand a user interface screen is displayed with a set of game components,such as matchups, over-unders, or a mix of matchups and over-unders fromwhich the user may select one. In other embodiments, the platform uses arandom or algorithmic method for selection of the matchups, over-unders,or mixed matchups and over-unders games for the squares of thetic-tac-toe board. In some embodiments, the platform also uses a randomor algorithmic method for determining the placement of the selectedgames into the squares of the tic-tac-toe board.

Once a square associated with a matchup, selecting the square displays auser interface screen of the matchup, and the user can select one of theparticipants to win the matchup. Once a square associated with a parlaymatchup, selecting the square displays a user interface screen of theparlay, and the user can select from among multiple participants to pairagainst a first participant in a matchup. Once a square is associatedwith an over-under, selecting the square displays a user interfacescreen of the over-under, and the user can select whether the actualscore of a specified participant will be over or under a presentedscore.

Once each square in row is associated with a selected matchup or aselected over-under, the user then ranks each square in the row. Forexample, the user sequentially assigns a value (1, 2, 3, etc.) to eachsquare in the row to indicate expect first, second, third, etc. placeperformance of its associated matchup/over-under against the performanceof the associated matchups/over-unders of the other squares in the row.For example, the user may rank: in row 1 that square 1A to have a higherscore than 1B and 1C; in row 2 that square 2C will have a higher scorethan 2A and 2B; and in row 3 that square 3B will have a higher scorethan 3A and 3B.

In embodiments, the user selects which participant player or participantteam will have the best risk adjusted prediction of performance based onfantasy or performance or of total points scored for the team. The scoremay be a calculated marginal score, such that the user specifies its ownscore and the squares are ranked based on highest (1), next (2), andlowest (3) with respect to that score.

In some embodiments, a fixed odds payment is awarded with respect to theranking array, such that winning on all matchups in a row and correctlyranking the matchups is a 25-1 payout. In some embodiments, a fixed oddsprogress payment is awarded. For example, the payout may be as follows.Winning on all three matchups in a row and ranking them all correctingmay result in a 15-1 payout. Winning on all three matchups in a row butonly ranking of the three correctly may result in a 3-1 payout. Winningon all three matchups in a row but ranking none correctly may result ina free game.

FIG. 9A shows a categories screen layout for presenting categories ofparticipants selectable by a user, in accordance with an embodiment ofthe present invention. In the example game shown in FIG. 9A, the matchupcategories are for an entertain event, the Academy Awards. The userinterface screen includes an area 910 presenting categories matchup setsselectable by a user. For example, the area 910 include the matchupcategory “Best Pictures” with the participant choices a1 through f1. Thearea 920 also includes the matchup category “Best Actor” with theparticipant choices a2 through f2. The user interface screen alsoincludes an area 920 summarizing the matchup choices for each displayedcategory. A fixed odds payout is awarded based on the number ofcategories in which the user chooses to make participant selections.

FIG. 9B shows the categories screen layout of FIG. 9A, with a user'sselections for each of the presented categories, in accordance with anembodiment of the present invention. The screen of FIG. 9B shows thatthe user selected to play each matchup category. For example, the userselected participant a1 in the matchup category of “Best Picture” andparticipant c2 in the matchup category of “Best Actor.” The summary area920 of the screen shows the user's selections for each matchup categoryin bold.

FIG. 9C shows an exemplary user interface screen, displayed on apresentation device of a user, based on the layout of FIG. 9A, showingthe categories selected by the user. FIG. 9C shows that that the userselected four matchup categories to play in a game, and displays two ofthe four matchup categories (“Best Picture” and “Best Director”). Thearea 950 on the screen of FIG. 9C shows the user's purchase amount andfixed odds payout for the user's four-category selection.

FIG. 9D shows an exemplary user interface screen, displayed on apresentation device of a user, based on the layout of FIG. 9B, showing aparticipant selected by the user in each selected category. For example,in the user-selected category of “Best Picture,” the screen shows thatthe user selected the participant of “Lady Bird” and in theuser-selected category of “Best Director,” the screen shows that theuser selected the participant of “Christoper Nolan.” The user'sselections are summarized in the area 960 of the screen.

FIG. 10A shows an exemplary user interface screen, displayed on apresentation device of a user, presenting a set of matchups withparticipant selections related to an election, according to anembodiment of the present invention. The user interface screen of FIG.10A includes ten Election games 1002, including 1. President electoral,2. President popular, 3. Senate, etc. Each Election game 1002corresponds to a matchup 1004 that includes a selection between twoparticipants. In some embodiments, the matchup is a parlay matchup. Forexample, the Election game 1. President electoral corresponds to amatchup between the participants of the Republican candidate's votepercentage and the Democrat candidate's vote percentage. The user mayselect which of the ten election games to play and then select a winningparticipate for each of the corresponding matchups. For example, theuser may select to play the Election game 1. President electoral andselect the Republican candidate's vote percentage as the winningparticipant for the corresponding matchup. A fixed odds payout may beawarded based on the number of matchups in which the user chooses tomake participant selections.

FIG. 10B shows an exemplary user interface screen, displayed on apresentation device of a user, presenting a set of over-under withselections related to an election, according to an embodiment of thepresent invention. The user interface screen of FIG. 10B includes thesame ten Election games 1002 as FIG. 10A. However, in FIG. 10B, eachElection game 1002 corresponds to an over-under 1006 that includes aselection of whether a specified participant will go over or under aspecified value. For example, the Election game 1. President electoralcorresponds to an over-under that includes a selection of whether thespecified Republican or Democrat candidate will go over or under aspecified poll value. The user may select which of the ten electiongames to play and then select whether the specified participant will goover or under the specified value. For example, the user may select toplay the Election game 1. President electoral and select the specifiedRepublican or Democrat candidate will go over the specified poll value.A fixed odds payout may be awarded based on the number of over-unders inwhich the user chooses to make participant selections. In someembodiments, the Election games 1002 correspond to a mix of matchups andover-unders.

FIG. 10C shows an exemplary user interface screen, displayed on apresentation device of a user, presenting a tic-tac-toe board withselections related to an election, according to an embodiment of thepresent invention. The user interface screen of FIG. 10B includes thesame ten Election games 1002 as FIGS. 10A and 10B. In the screen of FIG.10C, each of the games 1002 correspond to a square (cell) in atic-tac-toe board 1008. For example, square 1 corresponds to 1.President electoral, square 2 corresponds to 2. President popular, etc.Each of the square in the tic-tac-toe board 1008 is associated with amatchup or over-under that corresponds to the electoral game of thatsquare. For example, square 1 corresponds to Election game 1. Presidentelectoral and is associated with a matchup or over-under for thePresident electoral game. For example the square may be associated withthe matchup that corresponds to the Election game 1. President electoralin FIG. 10A or be associated the over-under that corresponds to theElection game 1 in FIG. 10B.

For each of the squares, the user selects a winning participate (if thesquare is a matchup) or whether the specified participant will go overor under a specified value (if the square is an over-under). The fixedodds payout may be awarded based on the user's number of winning rows inthe tic-tac-toe board 1008.

FIG. 10D shows an exemplary user interface screen, displayed on apresentation device of a user, presenting a ranking array withselections related to an election, according to an embodiment of thepresent invention. The user interface screen of FIG. 10B includes thesame ten Election games 1002 as FIGS. 10A, 10B, and 10C. In the screenof FIG. 10D, each of the games 1002 correspond to an entry (cell) in aranking array 1009. For example, entry 1A may correspond to 1. Presidentelectoral, square 1B may correspond to 2. President popular, etc. Eachof the entries in the ranking array 1009 is associated with a matchup orover-under that corresponds to the electoral game of that entry. Forexample, entry 1 corresponds to Election game 1. President electoral andis associated with a matchup or over-under for the President electoralgame. For example, the entry may be associated with the matchup thatcorresponds to the Election game 1. President electoral in FIG. 10A orbe associated the over-under that corresponds to the Election game 1 inFIG. 10B.

For each of the entries, the user selects a winning participate (if thesquare is a matchup) or whether the specified participant will go overor under a specified value (if the square is an over-under) and ranksthe selections of each of the entries. The fixed odds payout may beawarded based on the user's number and ranking of winning rows in theranking array 1009.

FIG. 11A is a flow chart illustrating a method of presenting a matchupto a user, according to an exemplary embodiment of the invention. Inembodiments, the method of FIG. 11A is executed by the activity serverof FIG. 2 or the system of FIG. 3. In this method, a first process 910creates a set of matchups. Examples of such matchups are shown in FIGS.4A-4D.

In some embodiments, each matchup of the set of matchups includes a pairof event or activity participants. It will be appreciated by a person ofordinary skill that the event or activity may be any number of actualsports, games, other competitions, or any other form of entertainmentactivity or other event. The pair of participants may be teams orindividuals players in the event or activity.

As one example, a matchup may comprise a matchup of two football playersrelative to their participation in one or more football games that thoseplayers are playing in (the players may be playing in the same ordifferent games). The matchups may match players based upon variouscriteria, such as playing position, etc. In one embodiment, the matchupmay match two or more participants against two or more otherparticipants. For example, a matchup may pit a first quarterback andrunning back pairing (the players may be on the same team or differentteams and be playing the in the same or different games) against asecond quarterback and running back pairing. Additionally, groups ofmore than two participants, such as three, four, or even moreparticipants or players may be utilized in the matchups. Further, it ispossible for the number of first participants in a matchup to bedifferent than the number of second participants. For example, a matchupmay pit a quarterback and a running back pairing against a secondquarterback, a second running back, and wide receiver. In order for theuser to win, the user must select the winning athlete of a match basedon the fantasy points that are scored during an event. The fantasy pointmay include a handicap or biased value.

In accordance with one embodiment of the present invention, theparticipants of each side of a matchup are preferably pre-selected in amanner that they are closely or evenly matched with reference to anexpected outcome. The matchups may be predetermined by a professionalodds-maker or an odds-maker in conjunction with an automated processbased upon statistical analysis.

The advantage of having evenly matched participants in a given matchupis so that the activity, including the outcome thereof (e.g., whetherthe user is a winner or loser), will require a significant amount ofskill or knowledge from the user. First, the user will use their skillin attempting to pick those matchups, which if uneven, the user is morelikely to select the winner of those matchups. As to selected matchupswhich appear to be even, skill is involved in the user attempting topredict the winner of the matchup (e.g. if the matchup is uneven, suchas where a very good player is pitted against a very bad player, littleskill is necessary in predicting the winner; but as to matchups whichare very even, great skill is required to successfully select the winner(if the user is to achieve a success rate of over 50% as would generallybe expected for truly even matchups)).

In one embodiment of the invention, multiple matchups are generated forpresentation to one or more user participating in the fantasy activity.The total number of matchups, which are generated, may vary and depend,for example, on the number of matchups, which a user must select inorder to participate in the activity. However, the minimum number ofmatchups that the user must select is a sub-set of the total number ofmatchups from which the user may select. In this manner, part of theskill involved in the activity is the fan's determination of whichmatchups to play from the set of matchups that is presented to the fan.

Further, the matchups presented to the one or more fans, including thenumber of matchups presented, may vary during the course of the fantasyactivity. For example, matchups that involve one or more participantsthat have already completed an actual game may be removed and bereplaced with one or more matchups involving participants that will playan actual game in the future. Matchups may also be changed based on anumber of other criteria including for example, an injury to aparticipant, game cancellations, and a number of times a particularmatchup is selected by the fans, etc. For example, if a particularmatchup is selected by a certain percentage of fans, it may become clearthat this matchup is not considered to be an even match and therefore,this matchup may be removed from the list of available matchups.

In one embodiment of the invention, 40 matchups are generated. Eachmatchup preferably uses different sets of participants (whereby each ofthe 40 matchups are different from one another). The set of matchups maybe presented in a “card” type format (although the card may be virtual).As described below, different cards (or sets of matchups) may begenerated and presented to fans, including at different times. Also, asfurther described below, the number of matchups on a card may be reducedor vary from time to time based on game, risk analysis, player injury orother factors effecting game play or rules. If a believed evenpre-determined matchup becomes un-evenly matched because of either areal (e.g. injury) or perceived condition (e.g. a great majority of fansselect one participant of a matchup), the matchup may be removed fromthe pool of matchups available for future fans selection.

The matchups may be generated in a number of ways. For example, asuggestion engine may use defined criteria to create a number ofproposed matchups. The operator may use a matchup tool to create one ormore final sets of matchups, such as by filtering and selecting finalmatchups from those generated by the suggestion engine or by generatingother matchups.

A second process 920 of the method in FIG. 11A presents the set ofmatchups to a user, such as via the user's presentation device 151. Insome embodiments, a user that wishes to participate in selectingmatchups is first authenticated by the platform and then the set ofmatchups is presented for selection by the user.

A third process 930 of the method receives user selection from among theset of matchups. For example, a user may select matchups 1, 11, 14 and34 out of forty possible matchups presented to the user. A fourthprocess 940 of the method receives user selection of a participantpredicted to win in each selected matchup. For example, relative tomatchup 1, the user may select the first participant (where thatparticipant may comprise a single player or multiple players in thefirst position of that matchup). For another example, relative tomatchup 11, the user may select the second participant (such as a singleplayer or multiple players in the second position of that matchup). Insome embodiments, the selected matchups and the selected winners are theuser's roster data.

Various information or interfaces may be used to display information tothe user regarding the matchups and selections. For example, after auser makes a selection, a summary may be presented to the user regardingthe matchups they have elected to play and their selections. Forexample, after the user elected to play the D. Brees/E. Manning matchupand selected D. Brees, a summary of that selection may be displayed withother elected matchups and selections.

A fifth process 950 determines the outcome of the matchups, which arecompared to the user's selections to determine rewards for the activity.In accordance with an embodiment of the invention, scores are assignedto the participants of each matchup. These scores may be based uponobjective criteria, which relate to the relevant sports event or otherevent and cannot be manipulated by the user.

FIG. 11B is a flow chart illustrating a method of presenting parlaymatchups to a user, in accordance with an embodiment of the presentinvention. A parlay matchup is a specific type of matchup in which theusers select from multiple participants, one participant to pair to winagainst a first participant in the matchup.

In embodiments, the method of FIG. 11B is executed by the activityserver of FIG. 2 or the system of FIG. 3. In this method, a firstprocess 1110 creates a set of parlay matchups. The above description ofthe creation of matchups, with respect to FIG. 11A, also applies to theparlay matchups. Examples of such parlay matchups are shown in FIGS.6A-6B.

A second process 1120 of the method in FIG. 11B presents the set ofparlay matchups to a user, such as via the user's presentation device151. In some embodiments, a user that wishes to participate in selectingparlay matchups is first authenticated by the platform and then the setof matchups is presented for selection by the user.

A third process 1130 of the method receives user selection from amongthe set of parlay matchups. For example, a user may select parlaymatchups 1, 11, 14 and 34 out of forty possible matchups presented tothe user. A fourth process 1140 of the method receives user selection ofa second participant, from among multiple shown participants, to pair towin against a first specified participant in each selected matchup. Forexample, relative to parlay matchup of 1, the user may select eitherplayer 2 or player 3 to be paired to win against a specified firstparticipant (player 1). In some embodiments, the selected matchup andthe selected winner are the user's roster data.

A fifth process 1150 determines the outcome of the parlay matchup, whichare compared to the user's selections to determine rewards for theactivity.

FIG. 11C is a flow chart illustrating a method of presenting anover-under to a user, in accordance with an embodiment of the presentinvention. In embodiments, the method of FIG. 11C is executed by theactivity server of FIG. 2 or the system of FIG. 3. In this method, afirst process 1010 creates a set of over-unders. An example of suchover-unders is shown in FIG. 5A.

In some embodiments, each over-under of the set of over-unders includesa present score for a participant in an upcoming event or activity,together with an “Over” option and an “Under” option. A user selects the“Over” option to indicate that the user predicts that the participant'sactual score (e.g., performance score, fantasy score, etc) will be overthe presented score, and select the “Under” option to indicate that theuser predicts that the participant's actual score will be under thepresented score. It will be appreciated by a person of ordinary skillthat the event or activity may be any number of actual sports, games,other competitions, or any other form of entertainment activity or otherevent. The pair of participants may be teams or individuals players inthe event or activity.

As one example, an over-under may present a predicted score for afootball player in an upcoming football game or a combined score (e.g.,averaged) for the football player in multiple upcoming football games.The presented score may be based upon various criteria, such as playingposition, team playing against, predicted conditions for the game, etc.The user then selects the “Over” or “Under” option to indicate whetherthe user predicts the actual score will be over or under the presentedscore. In order for the user to win, the performance or fantasy scoreduring the event must be over the presented score (if the user selectedthe “Over” option) or under the presented score (if the user selectedthe “Under” option). The fantasy score may include a handicap or biasedvalue.

In accordance with one embodiment of the present invention, theparticipant's score in an over-under is pre-selected in a manner thatclosely predicts an expected outcome. The presented score may bepredetermined by a professional odds-maker or an odds-maker inconjunction with an automated process based upon statistical analysis.

The advantage of having a closely predict score presented to the user inan over-under is so that the activity, including the outcome thereof(e.g., whether the user is a winner or loser), will require asignificant amount of skill or knowledge by the user in deciding whetherthe actual score will be over/under the presented score. First, the userwill use their skill in attempting to pick whether the actual score willbe over or under, which if the presented score is not closely predicted,the user is more likely to select the winner of the over-under. As toselected over-under which the presented score appears to be closelypredicted, skill is involved in the user attempting to winning pick ofthe presented score being over or under the actual score.

In one embodiment of the invention, multiple over-unders are generatedfor presentation to one or more users participating in the fantasyactivity. The total number of over-unders, which are generated, may varyand depend, for example, on the number of over-unders which a user mustselect in order to participate in the activity. However, the minimumnumber of over-unders that the user must select may be a sub-set of thetotal number of over-unders from which the user may select. In thismanner, part of the skill involved in the activity is the user'sdetermination of which over-unders to play from the set of over-understhat is presented to the user.

Further, the over-unders presented to a user, including the number ofover-unders presented, may vary during the course of the fantasyactivity. For example, over-unders that involve a participant that hasalready completed an actual game may be removed and be replaced with oneor more over-unders involving participants that will play an actual gamein the future. Over-unders may also be changed based on a number ofother criteria including for example, an injury to a participant, gamecancellations, and a number of times a particular matchup is selected bythe fans, etc. For example, if a particular over-under is selected by acertain percentage of fans, it may become clear that this over-under isnot considered to have a closely predicted score and therefore, thisover-under may be removed from the list of available over-unders.

In one embodiment of the invention, 40 over-unders are generated. Eachover-under using a different participant (whereby each of the 40over-unders are different from one another). The set of over-unders maybe presented in a “card” type format (although the card may be virtual).As described below, different cards (or sets of over-unders) may begenerated and presented to user, including at different times. Somecards may include a combination of over-unders and matchups. Also, asfurther described below, the number of over-unders on a card may bereduced or vary from time to time based on game, risk analysis, playerinjury or other factors effecting game play or rules. If a believedclosely predicted over-under is no longer such because of either a real(e.g. injury) or perceived condition (e.g. a great majority of usersselect over or under for the over-under), the over-under may be removedfrom the pool of over-unders available for future user selection.

The over-unders may be generated in a number of ways. For example, asuggestion engine may use defined criteria to create a number ofproposed over-unders. The operator may use a matchup tool to create oneor more final sets of over-unders, such as by filtering and selectingfinal over-unders from those generated by the suggestion engine or bygenerating other over-unders.

A second process 1020 of the method in FIG. 11C presents the set ofover-under to a user, such as via the user's presentation device 151. Insome embodiments, a user that wishes to participate in selectingover-unders is first authenticated by the platform and then the set ofmatchups is presented for selection by the user.

A third process 1030 of the method receives user selection from amongthe set of over-unders. For example, a user may select over-unders 1,11, 14 and 34 out of forty possible matchups presented to the user. Afourth process 1040 of the method receives user selection of over orunder the presented score of an event participant in each selectedmatchup. For example, relative to over-under 1, the user may select thatthe actual score of an associated participant will be over the presentedscore of that participant. For another example, relative to over-under11, the user may select that the actual score of the associatedparticipant will be under the presented score of that participant. Insome embodiments, the selected over-under and the selected winners (overor under) are the user's roster data.

Various information or interfaces may be used to display information tothe user regarding the over-unders and selections. For example, after auser makes a selection, a summary may be presented to the user regardingthe over-under they have elected to play and their selections. Forexample, after the user selected to play the D. Brees over-under andselected D. Brees's score to be over the presented score, a summary ofthat selection may be displayed with other over-under and selections. Insome embodiments, that select may also be displayed with selectedmatchups.

A fifth process 1050 determines the outcome of the over-under (e.g.,actual score), which are compared to the user's selections to determinerewards for the activity.

FIG. 12 is a flow chart illustrating a method of present a tic-tac-toegame of matchups and over-unders to a user, in accordance with anembodiment of the present invention. In embodiments, the method of FIG.12 is executed by the activity server of FIG. 2 or the system of FIG. 3.Examples of the tic-tac-go game are shown in FIGS. 7A-7N. In thismethod, a first process 1210 creates a set of matchups and over-unders.In embodiments, the matchups include both matchups and parlay matchups.The matchups may be created in accordance with process 910 of FIG. 11Aand process 1110 of FIG. 11B.

A second process 1220 presents a tic-tac-toe board of squares to theuser, via the user's presentation device. A third process 1230associates one of the set of matchups or over-unders to each square. Insome embodiments, the activity server automatically associates one ofthe set of matchups or over-unders to each square, prior to thetic-tac-toe board being presented to the user. For example, the platformmay use a random or algorithmic method for selection of the matchups,over-unders, or mixed matchups and over-unders games for the squares ofthe tic-tac-toe board. In some embodiments, the platform also uses arandom or algorithmic method for determining the placement of theselected games into the squares of the tic-tac-toe board. In otherembodiments, the third process 1230 received the user's selectionassociating a matchup or over-under to each square. A forth process1240, for each selected matchup, receives the user's selection of theparticipant predicted to win for each selected matchup. In the case ofparlay matchups, the selection includes choosing from among multipleparticipant to select one as the second participant predicted to winagainst a specified first participant. The fourth process 1240, for eachselected over-under, receives the user's selection of whether the actualscore will be over or under presented score for each selectedover-under.

A fifth process 1250 determines the outcome of the matchup or over-underassociated with each square and compares the outcome to the user'sselection for that matchup or over-under to award rewards. The rewardsmay be award based on a fixed odds payout corresponding to the number ofrows, columns, and diagonals formed by the user's winning matchups,over-unders, or mix of matchups and over-unders on the tic-tac-toeboard.

FIG. 13 is a flow chart illustrating a method of presenting a rankingarray game of matchups to a user, in accordance with an embodiment ofthe present invention. In embodiments, the method of FIG. 13 is executedby the activity server of FIG. 2 or the system of FIG. 3. An example ofthe ranking game is shown in FIG. 8. In this method, a first process1310 creates a set of matchups. In embodiments, the matchups includeboth matchups and parlay matchups. The matchups may be created inaccordance with process 910 of FIG. 11A and process 1110 of FIG. 11B. Insome embodiments, the first process 1310 instead creates a set ofover-unders or a mixed set of over-unders and matchups.

A second process 1320 presents an array of squares to the user, via theuser's presentation device. A third process 1330 associates one of theset of matchups to each square. In some embodiments, the activity serverautomatically associates one of the set of matchups or over-unders toeach square, prior to the tic-tac-toe board being presented to the user.For example, the platform may use a random or algorithmic method forselection of the matchups for the squares of the tic-tac-toe board. Insome embodiments, the platform also uses a random or algorithmic methodfor determining the placement of the selected matchups into the squaresof the tic-tac-toe board. In other embodiments, the third process 1330received the user's selection associating a matchup to each square. Thethird process 1330, for each selected matchup, also receives the user'sselection of the participant predicted to win for each selected matchup.In the case of parlay matchups, the selection includes choosing fromamong multiple participant to select one as the second participantpredicted to win against a specified first participant. The fourthprocess 1340, for each selected squares in a row of the array, receivesthe user's ranking of the associated matchup with respect to theassociated matchups of the other squares in that row. The user maysequentially rank the squares of the row in numerical order, such thatthe square ranked 1 has the matchup that the user predicts to be thehighest scoring matchup and the square ranked N has the matchup that theuser predicts to be the lowest scoring matchup in the row.

A firth process 1350 determines the outcome of the matchups associatedwith each square and compares the outcome to the user's selection forthat matchup to award rewards. The rewards may be award based on a fixedodds payout corresponding to the number of winning matchup in row andranking of the matchups. The rewards may be progressive, such that areward is awarded for each square of a row having a winning matchup, butprogressively larger rewards are awarded for the more correct rankingsof squares in the row.

FIG. 14 is a flow chart illustrating determination of expectedperformance of participants in events to be used for creating matchupsand over-unders, in accordance with an embodiment of the presentinvention.

A first process 1400 filters the historical performance values arefiltered in accordance with the preferences of the operator to determinea historical fantasy point total for the athlete (i.e. player) beingevaluated. The filtering of the historical data may be based upon anumber of factors including duration. The fantasy point total may be anaverage of fantasy points for a previous number of games (e.g. 20, 5, 2etc.). Another filter that may be applied is a selection of an algorithmfor calculating the fantasy points total. In one embodiment, a medianalgorithm is used to remove skew from statistical outliers. In anotherembodiment, an average algorithm is used. Another filter may be basedupon a threshold condition. The fantasy points for a player may belimited to games in which the player played a minimum number of minutesor a percentage of the game (e.g. 60%, 70% etc.). The historical fantasypoints may also be filtered according to venue so that average or medianfantasy points over a set of games are based on whether the games areplayed at home or away. The historical fantasy points may also befiltered according to the opposition. For example, in baseball thehistorical information for a player, can be filtered in accordance withthe pitcher handedness, such that the player's performance versus aright or left handed pitcher may be evaluated. This is especially usefulin making matchups or over-unders for upcoming games in which theopposing pitcher is known and therefore the handedness of the pitchercan be taken into account. Each of these factors affects the historicalperformance numbers.

A second process 1410 adjusts the player-rating based upon the expectedfantasy points for the upcoming game so that the player-rating is acomposite of the historical fantasy points rating (average/median pergame) and the expected fantasy points for an upcoming game. The expectedfantasy points for a player may be calculated based upon the expectedteam performance for that same game. The algorithm assumes a strongcorrelation between the performance of a player and that of the team.For example, if an NBA team is expected to score 10% more team pointsthan usual, the methodology assumes that the individual player willscore 10% more points and therefore, will have 10% more fantasy pointsthan the historical average/median for that player.

In order to calculate the expected fantasy points, the third process1420 weighs the calculated historical fantasy points by the athlete'spredicted team score divided by the historical team score.

${FPTS}_{expected} = {{FPTS}_{historical}\left\lbrack \frac{{Team}\;{Score}_{expected}}{{Team}\;{Score}_{historical}} \right\rbrack}$

One method for calculating the expected team score begins with thepublished Las Vegas Totals and Point Spreads. For example, if thebookmaker odds predict that 200 points will be scored in an NBA game andthat the Point Spread is −6 points for the athlete's team, then theexpected team score for our athlete is [200−(−6)]*0.5=103

${TeamScore}_{expected} = {\quad{\left\lbrack \frac{{{Game}\;{Score}_{total}} - {{Point}\;{Spread}}}{2} \right\rbrack = {\left\lbrack \frac{200 - \left( {- 6} \right)}{2} \right\rbrack = 103}}}$

Total game score and point spread are either entered into the system bythe operators,

-   -   or they are imported from a bookmaking site or API. The        historical team score is also calculated. There are several ways        to calculate the historical team score. In one embodiment, the        average of all expected team scores for all of the players in        the player ranking tool list of players. In some embodiments,        the historical team score is calculated from the same set of        games that are used to calculate the athlete's fantasy points in        the column for last 20 games played.

The above-described methodology for the player-ranking tool provides amatchmaker with a list of players ordered as closely as possible totheir game day performances. Thus, in this embodiment, theplayer-ranking tool allows operators (matchmakers) to create matchupsand over-unders quickly and easily. As an adjunct, the player-rankingtool can also be used for warning the matchmakers when creating anunevenly matched matchup and presenting suggested matchup cards to thematchmaker. The player-ranking tool is designed to assist the matchmakerin making matches and removing matches from play. Thus, the matchmakercan override any of the suggestions by the matchmaker can overrule anysuggestions from the player-ranking tool.

FIGS. 15A-C are block diagrams showing the determination of risk used toassign fixed odds payout to matchups and over-unders, in accordance withan embodiment of the present invention.

The challenge for crating game products from joint and several events isembedded in the idea of a game itself. One category of game that isgenerally understood is Oskar Morgenstern and John von Neumann'sexplication of the Prisoner's Dilemma, wherein the games of cooperation,incomplete information, and optimization are characterized by the set ofpossible outcomes.

In the prisoner's dilemma the game is assumed to have positive andnegative out puts, with the simple version being two player each with apositive and a negative outcome. The game is assumed to be onecooperation to evade a negative outcome—if both players behave optimallyboth are successful, if neither cooperates both realize negativeoutcomes, and two possibilities for partial results of partialcooperation.

A uniformity of outcomes either both mutually negative or bothermutually positive represent the contestants weighting of theirinformation and the result of the mutual actions. One can treat these asequivalent to market instructions, with a mutual negative decisionaround a sell game as resulting in a sell decision, and a mutualdecision around a buy game resulting in buy decision.

In the event of machine learning there exist two categories, supervisedand unsupervised learning, Supervised Learning uses decision trees,naïve Bayes classification, ordinary least squares regression, logisticregress, support vector machines, and ensemble methods amongst others.Unsupervised learning uses clustering algorithms (such as Eigenvectors), principle component analysis, singular value decomposition,and other tools and methodologies. Both are producing signals thatproduce expected values where the ratio of “true” to “false” is betterthan random, i.e. has a ratio that is better than the coin toss of 50%probability. While adjusted probability is typically the result of awhat is called a Bayesian Nash equilibrium, that is not the only form ofgame production. The expected value can be also represented as a stateof the data that may also form the expectation of probabilistic outcome.

In such a circumstance the above Prisoners Dilemma becomes a set of highconfidence intervals of 0.5 (50%) probabilities and can be representedas an array set for each characteristic or information signal thatproduces the expected result. As such the reading or a game theoryaround an event has advanced to a set of statements around the dataitself rather than the expected value of cooperation. In such a set, theinstructions for the probability are around the “memory” of the game,i.e. its data being available to calculate, and the calculationinstructions themselves.

As shown in FIGS. 15A and 15B, the result of this is that partialpayouts on both buy and sell games can now be calculated. Three statesof informational result exist in a machine learning game: a buydecision, a sell decision, both starting from the base decision. As suchany game therefore be set as being the result of an array set of 0.5probability sets (shown in FIG. 15B) as the game in digital formatdepends on the player deciding whether they agree with the base case.

As shown in FIG. 15C, a game can now be created from any array which thegame is executed whereby the probability of outcome is a machinelearning based expectation of an equivalent result whereby the gamecontestant identifies an expectation where they believe the game makeris incorrect in producing a game of (ANx), for any array set. Thus thegeneral game is for any and all variation on a game wherein A and X maybe of any value of 1 or more, and where A may or may not be equal to X.The commercial value of the game is the ability to predict the requirednumber of contestants for any array at a payout that may be both forsingle or multiple outcomes and which also produces a risk statement ofhow stable much the prediction of 0.5 be to maintain the stability ofthe expected reward.

This relationship can be described as being the organization of “tuples”various arrangements of X,N in an array such that a central limittheorem relating the expected payout to the contestant can be calculatedbased on the number of contestants to produce a fixed payout knowablefor a statistical level of risk and ordered by a central limit theorem.Such a set involves the conditional performance of the contestant incorrectly ascertaining the performance of a real word athlete orathletes or other efforts resulting in a final performance at ameasurement of the least means squared adjusted or some othermeasurement of risk adjusted expected performance. Such a measurementmay be in the single incident of an athlete, team, or a real worldevent. Such an event may be on a continuous polling basis, or in theform of a final polling outcome, i.e. a vote.

Moreover, the form of the X,N can also be conditional in series, suchthat the array can be arrangements of X,N in series as reflected by [ ].Such a three dimensional game also offers the same underlying games,where by a computer recursively and heuristically solves for a set ofarrays which may also be considered as a machine learning based game forenthusiasts seeking to have a 2×2×2 game or a 3×3×3 game, or a 1×2×3game. Indeed a the computer process is such that a 1×10 game is definedas being a N₁×X₁₀×{0}game—the instance of a the second array is definedas being a null set {0} or Ø game rather than not existing at all.

In all circumstance, the fixed reward for correctly defining the arrayoutcome of N,X can be defined by the necessary levels of customerparticipation for the reward payout be at an expected level. Rather thenthe game maker making money from the differential between two rewardoutcomes based upon the buyer vs. the seller of the reward, the rewardpayout can be defined as fixed for a previously defined level ofcustomer activity. The revenue model exists in the discount to thereward payout at a discount to the theoretical value of the reward giventhe predicted required levels of customer activity. Moreover the rewardscan themselves be fixed on a progressive basis. Thus while one mayrequire a 6 our o6 selection to obtain a reward, fixed odds payouts canbe defined for the given levels of player activity for 4 out of 6, 5 outof 6, and 6 out of 6 correct selections.

Embodiments are presented in the form of a matchup game. However, suchfixed odds payout risk in the games of the present invention are notlimited to matchups. An over-under of an athlete offers similar arraypresentations for fixed odds payout based on actual performance. Anover-under on a set of a n athletes or teams in a row across (1) and x(1 or more) down a column. In this embodiment, the computational systemoffers fixed odds payout with a single calculable value of all risks andexpected outcomes for customer activity on the platform. Other games inembodiments of the present invention (e.g., parlay matchups,tic-tac-toe, ranking array, etc.) can be calculated based on analgorithm, which is defined as a process or set of rules to be followedin calculations or other problem-solving operations. The rules can beparticularly followed by a computational system that defines risk,reward and a further algorithm based on probabilities of liquidityexpressed at each transaction for either cash or other reward format(possibly for token, loyalty program, merchandise, or liquidity rebate)that prove to have statistical value on the calculation of reward, riskand liquidity, i.e. customer activity.

Such algorithm exists as a separate mathematical formulation that hasbeen deployed throughout the entire gaming platform. As a result newgames are in continuous development based on the premise of the value offixed odds payout in either matchup or over under presentment but withsingle or instances or other formats.

In embodiments, rewards are available in two forms and can becontinuously produced: (1) fixed odds payout with a single rewardoutcome; and (2) fixed odds payout with multiple reward outcomes.

The platform is data driven, which allows rewards to continuously deployadditional fixed odds payout at the player level for either athletes orteams in each of the games produced above. Moreover, the prizing orrewards can occur in the time interval both prior to the game and duringthe game itself.

The centralizing computational theory of the platform additionallyallows multiple application programming interfaces to automaticallygenerate similar games but across multiple events. Any sporting orathletic contest (defined as professional or amateur league orassociation) can be turned into game inventory. This further includedracing formats such as auto or horse racing wherein the jockey and orthe trainer are offered as athletes. Last, it includes awards or otherreality shows, such as the Oscar, the Tony, the Grammy, the Emmy, theCountry Music Awards, or game shows, all of which can be rendered tothis game presentment of continuous fixed odds payout.

In sports gaming, three methods may be used to achieve a monetarybenefit. First, a margin-based method takes a fee and manages a spread(margin) between buyer's price and seller's price. This method is basedon game theory, and sometimes called a double-blind auction. Themarket-maker, through the platform, manages the prices of a seller'sauction that is higher in price than in a buyer's auction. This premiseof auction behavior is an essential part of game theory, and use casessuch as Bayesian Nash price equilibrium. One risk is that to produceliquidity and attract larger wagers, the market-maker may need to act asprincipal in order to serially locate an offsetting buy or sell order.

Second, a volume-based method takes a percentage of the total volumebet, with losers paying the winners on a pro rata basis from the pool ofprice entries. This method is called a pari mutuel or rake system—norisk to the manager, but a high number of games at various price pointsfor wagering means the business is highly dependent on marketing spend.Further, the data used by the method cannot be centralized, virtuallyassuring a direct-to-consumer model and low scalability. This model hasbeen the backbone of horse-racing, poker, and daily fantasy sports.

Third, a margin-and-volume based method offers a fixed odds payout, witha fixed reward that is at the midpoint of predicted sellers and buyersprice, but at a discount from the theoretical value expected for thepayout on that midpoint for an expected number of players. Such a methodis improved and used by the platform in embodiments of the presentinvention to determine the fixed odds payouts for the advanced choicegames. This method uses machine-learning tailored to game theory. Ratherthan relying on the typical game theory treatment of probability, inthis method, embodiments of the present invention reformulate the gametheory to states of data as digital signals around the data with reward,risk, and liquidity all having a common centralized limit. Accordingly,for every level of reward and risk, this method calculates the value ofthat trade-off based on the value of the number of players of the gameson a random basis producing a more efficient price. As every player getsthe same odds, there is no need to add fractionated pools of liquidityto assure effective marketing. As the games are predictive to themidpoint, there is no need for the market-maker to accept principal riskto assure price. As primary risks of marketing and balance sheetexposure can be controlled, there is no marginal friction between marginand volume in working capital turns, i.e. no marginal OpEx or CapExnecessary to grow the business. In embodiments, the platform relies onthe discount to the fair value of the model to determine the fixed oddspayout.

Further, when teams are matched to payouts based on handicapped spreads,e.g., Team A at plus X points, the actual bet is on a portfolio ofathletes. Fixed odds payouts of embodiments of the present invention arethe foundational math for producing a sports book based on teams orother events—but using a more efficient pricing model.

FIG. 16 is a user interface screen for a user to access and configurethe user's account information, in accordance with an embodiment of thepresent invention.

FIGS. 17A-17F are user interface screens used by an operator toconfigure matchups and over-unders for presentation to users, inaccordance with an embodiment of the present invention. FIG. 17A is auser interface screen presenting to the operator the current sets ofmatchups and over-unders. The sets are configures as cards. FIG. 17B isa user interface screen presenting to the operator a form to configure aset (card) of matchups, over-unders, or mixed over-unders and matchups.FIG. 17C is a user interface screen presenting to the operator thecurrent matchups, which may be included in a card. FIG. 17D is a userinterface screen presenting to the operator players, together with theplayers' information, available for use in a matchup or over-under. FIG.17E is a user interface screen presenting to the operator games,together with the games' information for use in configuring matchups orover-unders. User interface screens similar to FIGS. 17D and 17E arealso provided for teams, leagues, and sports. User interface screens arealso provided for other types of events besides sports. FIG. 17F is auser interface screen presenting to the operator a graph of the riskinventory associated with a set of game components, such as a particularmatchup, a particular over-under, a set of matchups, a set ofover-unders, or a mixed set of matchups and over-unders.

The embodiments of the invention described above are intended to bemerely exemplary; numerous variations and modifications will be apparentto those skilled in the art. All such variations and modifications areintended to be within the scope of the present invention as defined inany appended claims.

What is claimed is:
 1. A system for presenting a skill-based game, the system comprising: a non-transitory storage medium storing machine-readable code; an activity server system comprising a processor configured to execute the machine-readable code and to communicate over a wide area network with a plurality of presentation computing devices, each distinct one of the presentation devices associated with a distinct one of a plurality of users, and to receive information from the plurality of presentation computing devices; and a device storage system coupled to the activity server system storing (i) information concerning the plurality of users, each user identifiable by a user account, and (ii) event data pertinent to a set of events and participants in the set of events; wherein, the machine-readable code, when executed by the activity server system, causes performance of computer processes comprising: separately responsive to a communication initiated from each of the presentation devices, serving, over the wide area network, to the presentation devices, a set of advanced choice games, wherein each advanced choice game is selected from the group consisting of a parlay, an array choice, and an array-choice-plus-ranking, and each advanced choice game comprises a plurality of skill-based plays selected from the group consisting of over/unders, matchups, and parlay matchups; calculating, for each of the plurality of skill-based plays, a plurality of outcomes based on an expected performance of each participant therein, such expected performance determined based on event data, wherein for each skill-based play the user selects a winner; calculating, dynamically, using an automated method selected from the group consisting of artificial intelligence, machine learning, computer implemented algorithmic data analysis, and combinations thereof, for each advanced choice game of the set, an assigned fixed odds payout at a discount from a fair value of an expected payout that assumes each skill-based play of the advanced choice game has equally probable outcomes, the automated method calculating the discount using a predicted number of users, and an analysis of risk and reward; offering, by the activity server system, through each of the presentation devices, an opportunity to select to play at least one of the advanced choice games, and presenting, during such offering, the calculated assigned fixed odds payout associated with the set of user-selected winners; receiving, separately, over the wide area network, from the presentation devices of each user who has selected at least one of the advanced choice games to play, user roster data characterizing, with respect to the selected advanced choice games, the set of user-selected winners, and associated purchase amounts; updating, in real time, the event data pertinent to participants in the actual events; and using the updated data to calculate and assign payouts to the users based on both the set of user-selected winners and the fixed odds payout, wherein determination of whether a given user is a winner or loser is based solely upon the given user's selections and not on those of other users, and the payout for the given user is determined without regard to selections by other users.
 2. The system according to claim 1, wherein the computer processes further comprise: causing a user to configure each selected advanced choice game by selecting the plurality of skill-based plays.
 3. The system according to claim 2, wherein the computer processes further comprise: causing the user to configure a user-selected winner for each of the selected skill-based plays.
 4. The system according to claim 3, wherein the computer processes further comprise: causing the user to select a ranking for each of the selected winners in the plurality of skill-based plays of each selected advanced choice game.
 5. The system according to claim 1, wherein the computer processes further comprise: presenting information about a set of participants associated with the set of skill-based plays, including presenting expected fantasy points for a given participant for an upcoming event in which the given participant is expected to participate.
 6. The system according to claim 5, wherein the selected advanced choice games are associated with a plurality of events in which the participants are expected to participate.
 7. The system according to claim 5, wherein each of the participants is selected from the group consisting of a sport, a team, an athlete and combinations thereof.
 8. The system according to claim 7, wherein each of the participants is associated with a distinct performance scoring method.
 9. The system according to claim 1, wherein the computer processes further comprise: a risk tool process that reduces payout risk, the risk tool process comprising: determining a total possible payout based upon the user-selected winners for the set of advanced choice games; comparing the total possible payout with a predetermined threshold; and if the total possible payout exceeds the threshold, removing game components, associated with the user-selected winners, from the set of advanced choice games.
 10. The system according to claim 9, wherein the risk tool process determines payout risk as a single expression of expected probability of win for a given one of the set of advanced choice games.
 11. The system according to claim 10, wherein the risk tool process determines the payout risk by calculating a relationship between payout, game components, and game types based on levels of activity by the users.
 12. The system according to claim 1, wherein the fixed odds payout is selected from the group consisting of a simple fixed odds payout, a fixed odds progressive payout, a dynamic fixed odds payout, and a dynamic fixed odds progressive payout.
 13. The system according to claim 1, wherein the fixed odds payout is in a form selected from the group consisting of cash, free play token, promotional token, loyalty token, and combinations thereof.
 14. A system for presenting a skill-based game, the system comprising: a non-transitory storage medium storing machine-readable code; an activity server system comprising a processor configured to execute the machine-readable code and to communicate over a wide area network with a plurality of presentation computing devices, each distinct one of the presentation devices associated with a distinct one of a plurality of users, and to receive information from the plurality of presentation computing devices; and a device storage system coupled to the activity server system storing (i) information concerning the plurality of users, each user identifiable by a user account, and (ii) event data pertinent to a set of events and participants in the set of events; wherein, the machine-readable code, when executed by the activity server system, causes performance of computer processes comprising: separately responsive to a communication initiated from each of the presentation devices, serving, over the wide area network, to the presentation devices, a set of advanced choice games, wherein each advanced choice game is selected from the group consisting of a parlay, an array choice, and an array-choice-plus-ranking, and each advanced choice game comprises a plurality of skill-based plays selected from the group consisting of over/unders, matchups, and parlay matchups; calculating, for each of the plurality of skill-based plays, a plurality of outcomes based on an expected performance of each participant therein, such expected performance determined based on event data, wherein for each skill-based play the user selects a winner; calculating, dynamically, using an automated method selected from the group consisting of artificial intelligence, machine learning, computer implemented algorithmic data analysis, and combinations thereof, for each advanced choice game of the set, an assigned fixed odds payout at a discount from a fair value of an expected payout that assumes each skill-based play of the advanced choice game has equally probable outcomes, the automated method calculating the discount using a time of entry of the user and an analysis of risk and reward; offering, by the activity server system, through each of the presentation devices, an opportunity to select to play at least one of the advanced choice games, and presenting, during such offering, the calculated assigned fixed odds payout associated with the set of user-selected winners; receiving, separately, over the wide area network, from the presentation devices of each user who has selected at least one of the advanced choice games to play, user roster data characterizing, with respect to the selected advanced choice games, the set of user-selected winners, and associated purchase amounts; updating, in real time, the event data pertinent to participants in the actual events; and using the updated data to calculate and assign payouts to the users based on both the set of user-selected winners and the fixed odds payout, wherein determination of whether a given user is a winner or loser is based solely upon the given user's selections and not on those of other users, and the fixed odds payout for the given user is determined without regard to selections by other users.
 15. A system for presenting a skill-based game, the system comprising: a non-transitory storage medium storing machine-readable code; an activity server system comprising a processor configured to execute the machine-readable code and to communicate over a wide area network with a plurality of presentation computing devices, each distinct one of the presentation devices associated with a distinct one of a plurality of users, and to receive information from the plurality of presentation computing devices; and a device storage system coupled to the activity server system storing (i) user information concerning each of the plurality of users, each user identifiable by a user account, and (ii) event data pertinent to a set of events and participants in the set of events; wherein, the machine-readable code, when executed by the activity server system, causes performance of computer processes comprising: separately responsive to a communication initiated from each of the presentation devices, serving, over the wide area network, to the presentation devices, a set of advanced choice games, wherein each advanced choice game is selected from the group consisting of a parlay, an array choice, and an array-choice-plus-ranking, and each advanced choice game comprises a plurality of skill-based plays selected from the group consisting of over/unders, matchups, and parlay matchups; calculating, for each of the plurality of skill-based plays, a plurality of outcomes based on an expected performance of each participant therein, such expected performance determined based on event data, wherein for each skill-based play the user selects a winner; calculating, dynamically, using an automated method selected from the group consisting of artificial intelligence, machine learning, computer implemented algorithmic data analysis, and combinations thereof, for each advanced choice game of the set, an assigned fixed odds payout at a discount from a fair value of an expected payout that assumes each skill-based play of the advanced choice game has equally probable outcomes, the automated method calculating the discount using a predicted number of users, a time of entry of the users, and an analysis of risk and reward; offering, by the activity server system, through each of the presentation devices, an opportunity to select to play at least one of the advanced choice games, and presenting, during such offering, the calculated assigned fixed odds payout associated with the set of user-selected winners; receiving, separately, over the wide area network, from the presentation devices of each user who has selected at least one of the advanced choice games to play, user roster data characterizing, with respect to the selected advanced choice games, the set of user-selected winners, and associated purchase amounts; updating, in real time, the event data pertinent to participants in the actual events; and using the updated data to calculate and assign payouts to the users based on both the set of user-selected winners and the fixed odds payout, wherein determination of whether a given user is a winner or loser is based solely upon the given user's selections and not on those of other users, and the payout for the given user is determined without regard to selections by other users.
 16. The system according to claim 15, wherein the user information comprises data indicative of past assigned payouts to the user. 